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Found 3422 results

  1. Ray tracing 60 FPS on Tablet.

    Hi , I was considering this start up http://adshir.com/, for investment and i would like a little bit of feedback on what the developers community think about the technology. So far what they have is a demo that runs in real time on a Tablet at over 60FPS, it runs locally on the integrated GPU of the i7 . They have a 20 000 triangles dinosaur that looks impressive, better than anything i saw on a mobile device, with reflections and shadows looking very close to what they would look in the real world. They achieved this thanks to a new algorithm of a rendering technique called Path tracing/Ray tracing, that is very demanding and so far it is done mostly for static images. From what i checked around there is no real option for real time ray tracing (60 FPS on consumer devices). There was imagination technologies that were supposed to release a chip that supports real time ray tracing, but i did not found they had a product in the market or even if the technology is finished as their last demo i found was with a PC. The other one is OTOY with their brigade engine that is still not released and if i understand well is more a cloud solution than in hardware solution . Would there be a sizable interest in the developers community in having such a product as a plug-in for existing game engines? How important is Ray tracing to the future of high end real time graphics?
  2. [ANROID] Flip Escape

    Good day,I just wanted to share our casual game that is available for android.Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.Download: https://play.google.com/store/apps/details?id=com.HellmodeGames.FlipEscape&hl=en Trailer:
  3. Hello fellow devs! Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed. My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle. In Pseudo-Code: angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis index = (int) (angle / (PI / 5)); PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle. What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions. I can't get my head around it. Any suggestions? Is the whole approach doomed? Thank you in advance for any input!
  4. Hi there!The game we are currently working on - TERRORHYTHM (TRRT) supports the custom music mode! You are allowed to upload any mp3 track to play it.This is one of the most important features. Take a look! If you like it, please add this game to your Steam wishlist!Game Steam pageGame Site
  5. Player Panel DOMEN KONESKI I’ve implemented a system where adding new types of armor and skins is now easy. All you have to do is add appropriate mesh, name it correctly, create a prefab, set correct layers and add a custom script which resolves everything (from icons, number of skins, to item bonuses armor has). Items will have shared sprites as well, meaning two different items have a shared sprite, allowing us to create more world items that can drop from various mobs. junk armor Loot tables reworked DOMEN KONSEKI Items now have a world drop chance. If their drop rate is > 0% then this item can be used in our new loot table system. You can define loot tables via our in-house solution. Next thing that needs to be done is applying loot table callback when lootable events occur: you kill a critter or an enemy, looting crates, mining and resource gathering. loot tables Algorithm that selects an item is straightforward. Gather all items and their drop chances in a list, then sort them from lowest to highest item chances and then start evaluating their drops by using Unity’s Random.value. public static T SelectItem<T>(List<GenericSelectedItem<T>> items) { items.Sort(); for (int i = 0; i < items.Count; i++) if (UnityEngine.Random.value <= items[i].Chances) return items[i].Item; return default(T); } Reworking DeepEnd and Buzzard ANDREJ KREBS I have reworked the models for the Buzzard helicopter and Deepend submarine. We decided to make them a bit more compact and the models were divided, so they will be built in the game by adding pieces of them to a frame. DeepEnd submarine Buzzard helicopter High tier armor sketch and model ANDREJ KREBS I also reworked the high tier armor for the player. Based on Mito’s sketches I modeled a metal armor that is ornamented with several crystals. I will add some more versions, that will be available as skins. metal armor with crystals Floatlands music: Reveal DOMEN KONESKI “Reveal” is one of the first tracks I made for Floatlands. The bouncy modulated toy piano sounds in the beginning represent your clumsy first steps that are easing you into another long and deep synth swelling that feels like the airy lands of the game. A deep breath of awe before you continue your venture through those lands. More about Floatlands: Discord Facebook Twitter Instagram
  6. 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.
  7. My best day-to-day tool will surprise you ! Hi everyone, i'm super happy to be back and i'm really sorry if it took some time. I decided to rework how we will post information to now include video to provide a more visual interaction. The life a indie game developer is hard, so any tool you can find to save time, produce faster, improve your workflow and enhance your skill is always welcome. I'm going to share with you some of the tool that make my life easier. Make sure to tell us what are your favorite tool in the comment below Not in the mood of reading ? Watch the full episode Tool for tablet owner The first plugin you should look into if you own a table is LazyNemuziPro. Your tablet already cost you a lot, and I personally really enjoy having one because it's much better for creating sketch and concept art, it's super precise for texture editing/creating. It work well in substance to paint your asset and it's essential for any zbrushing work you need. That said, having the right pressure feeling is hard and you often end up with having jaggy line or not enough pressure range to achieve the effect you are expecting. I have a tendency to push hard on my pen and making my Wacom less sensitive help, but not much. This tool will not only improve your overall skill by smoothing out the pressure and the line itself, removing all unwanted movement to break that professional looking smooth line. The tool also come with a tons of usefull tool such as parallel line, ellipse, perspective, fish eye perspective, isometric etc. Really awesome tool, Wacom should provide something like that in the first place, but they don't so grab this tool :)à Tools for photoshop You spend a lot of time in photoshop, so why not improving you tool set in there. Really simple Brush box plugin will allow you to better visualize and organize your brush by assigning folder, color, favorite, etc. Simple drop and drag operation and better management make it quicker to find the brush you need. I also really enjoy Coolorus which replace the color swatch of photoshop by providing you a much better and natural color circle that Corel Draw user are more use to. It help you save and manage custom swatches, it allow you to work your color based on lighting and shade, you can limit your gammut to a lesser range so you can work in a certain color palette. It's a very simple tool that will help you everyday. All those tool would be worthless without a good set of brushes to make your art. There is one fabulous artist Roman Melentyev that sell over creativemarket an impressive brush collection. Have a look and find the one that are right for you https://creativemarket.com/RainbowWings I picked up the Cocept Artist III bundle that come with many of his brushes and i'm really pleased with them. They work well. I especially enjoy the Markers which I like to draw with. Those are my go to for sketch. Tool for coder This tool is probably the most interesting one. If you are a coder, you need it. It's been my favorite recent discovery because it made me save literally 1 week on a single asset. I buy asset on Unity Asset Store that I find interesting, many are of very high quality and created by expert developer, sometimes from reknown studio. There is no reason why not to use them. That said, once you include them in your game, most of the time it require tweaking and modification so that it perform the way you want for your game. I see most of the asset as a starting point that you need to improve. The best practice when you do change the behavior of an asset or that you want to link it to your need you try to stay out of the original script and you push/pull data out of it. That said, you eventually end up having no choice but to directly modify one, either because it's just way easier and faster or because you have no other choice. Once you start doing this, you are creating a barrier between your work and the ability to update the asset which would overwrite your code. Manually replacing and rebuilding an asset each and every update is time consuming, annoying and long. With the tool call Code Compare all the thinking is done immediately and you can update your script with a couple of click. We have been improving this asset for a few month and we work with the original developer to get more feature into the asset and after a long period and skipping many update we had no choice to update. We estimated it would took a week since the asset contain like 30 scripts, thousand and thousand of line and we have made important modification in at least half of them. The most recent update was mostly a full rewrite. With this tool, we were able to accomplish the updated in less than a day and everything was working flawlessly. Check out the video or the software website for more information. The big tool that cost money If you have a little budget, take a look at the Indie licence of Allegorithmic. Substance are THE thing right now and their tool are amazing. It's a well known tool and it's worth it. If you don't have enough money, you can at least make use of CrazyBump, an old application that create normal map for your texture, very sweet, but honestly Bitmap2Material from Allegorithmic does a much better job. If you are looking for a LOD tool, i especially like Polygon Cruncher, but it's pricy. Unity asset store offer you cheaper solution that does all the naming and compression for you. ZBrush doesn't need any introduction if you have a fat wallet. For 3D Modeling we use Lightwave3D. This is simply the BEST 3d software you can get. The quality of the render may be not the best, but it come really complete with all the tool you need for animation and modeling without the need of buying anything else and the software cost less than any Autodesk solution. Made In Canada - Un petit mot d'introduction en français !
  8. Logo Area 86

    From the album Area 86

  9. Hi fellow game devs, First, I would like to apologize for the wall of text. As you may notice I have been digging in vehicle simulation for some times now through my clutch question posts. And thanks to the generous help of you guys, especially @CombatWombat I have finished my clutch model (Really CombatWombat you deserve much more than a post upvote, I would buy you a drink if I could ha ha). Now the final piece in my vehicle physic model is the differential. For now I have an open-differential model working quite well by just outputting torque 50-50 to left and right wheel. Now I would like to implement a Limited Slip Differential. I have very limited knowledge about LSD, and what I know about LSD is through readings on racer.nl documentation, watching Youtube videos, and playing around with games like Assetto Corsa and Project Cars. So this is what I understand so far: - The LSD acts like an open-diff when there is no torque from engine applied to the input shaft of the diff. However, in clutch-type LSD there is still an amount of binding between the left and right wheel due to preload spring. - When there is torque to the input shaft (on power and off power in 2 ways LSD), in ramp LSD, the ramp will push the clutch patch together, creating binding force. The amount of binding force depends on the amount of clutch patch and ramp angle, so the diff will not completely locked up and there is still difference in wheel speed between left and right wheel, but when the locking force is enough the diff will lock. - There also something I'm not sure is the amount of torque ratio based on road resistance torque (rolling resistance I guess)., but since I cannot extract rolling resistance from the tire model I'm using (Unity wheelCollider), I think I would not use this approach. Instead I'm going to use the speed difference in left and right wheel, similar to torsen diff. Below is my rough model with the clutch type LSD: speedDiff = leftWheelSpeed - rightWheelSpeed; //torque to differential input shaft. //first treat the diff as an open diff with equal torque to both wheels inputTorque = gearBoxTorque * 0.5f; //then modify torque to each wheel based on wheel speed difference //the difference in torque depends on speed difference, throttleInput (on/off power) //amount of locking force wanted at different amount of speed difference, //and preload force //torque to left wheel leftWheelTorque = inputTorque - (speedDiff * preLoadForce + lockingForce * throttleInput); //torque to right wheel rightWheelTorque = inputTorque + (speedDiff * preLoadForce + lockingForce * throttleInput); I'm putting throttle input in because from what I've read the amount of locking also depends on the amount of throttle input (harder throttle -> higher torque input -> stronger locking). The model is nowhere near good, so please jump in and correct me. Also I have a few questions: - In torsen/geared LSD, is it correct that the diff actually never lock but only split torque based on bias ratio, which also based on speed difference between wheels? And does the bias only happen when the speed difference reaches the ratio (say 2:1 or 3:1) and below that it will act like an open diff, which basically like an open diff with an if statement to switch state? - Is it correct that the amount of locking force in clutch LSD depends on amount of input torque? If so, what is the threshold of the input torque to "activate" the diff (start splitting torque)? How can I get the amount of torque bias ratio (in wheelTorque = inputTorque * biasRatio) based on the speed difference or rolling resistance at wheel? - Is the speed at the input shaft of the diff always equals to the average speed of 2 wheels ie (left + right) / 2? Please help me out with this. I haven't found any topic about this yet on gamedev, and this is my final piece of the puzzle. Thank you guys very very much.
  10. Next level being designed for SAMA!

    From the album ScreenShotSaturday

    We've now started desinging the 3rd level of "Something Ate My Alien". This world is a gas planet, and all sorts of mayhem will be getting in our aliens way! #screenshotsaturday
  11. Another week of development has come and gone with a bit less overt productivity but a much more game-like product. So far the game is coming together decently and has a "has potential" feel in my opinion. I've not spent much time on getting the pacing right and, without music, the game is lacking in atmosphere. However shooting feels good and I feel that the scoring mechanic gives just enough impetus for the player to be aggressive to keep the pace up. What we did last week Day 1 was finishing up what was started at the end of last week. When the player is hit the screen shakes and fades out. If the player is out of lives the game ends, if not the player respawns after a brief delay. Also set up a proper model for the player's gun. Day 2 was unable to work due to personal commitments Day 3 created models for different shots and a model for the player character. Day 4 added scoring mechanics and got the status bar working completely. Day 5 rigged the player character and got some really minimal inverse kinematics going. Looks janky but it's a start. Day 6 not visibly productive. Animated the player character then ran into tons of issues with importing the animations causing, among other issues, the player model to embed itself in the floor. Day 7 resolved the import issues by moving the player model in Blender so its median is at the origin. This stopped the model from jumping around so I could place it accurately. I suspect it's due to parenting issues which are discussed in the final paragraphs of this article
  12. 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:
  13. 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. Please note that all of our current positions are remote work. You will not be required to travel. 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 TALENTS NEEDED Website Administrator 3D Modeler 3D Animator Unity Engine Programmer REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  14. Hi guys, check out our new game about sticks. Feedback welcome! Download on Google Play: https://play.google.com/store/apps/details?id=com.stickman.destruction.annihilation4 Youtube: Stickman Destruction 4 Annihilation is a sequel to the legendary game of survival, where to make incredible tricks, driving different transport and getting into different crash! The game is made in the best traditions of simulator games with ragdoll physics elements. Make incredible jumps and tricks and destroy the enemy! Your task is make the finish alive or dead! Website: http://strifexxx.wixsite.com/cyberpony Facebook: https://www.facebook.com/groups/577850349043463/ VK: https://vk.com/club122273704
  15. Is it possible to asynchronously create a Texture2D using DirectX11? I have a native Unity plugin that downloads 8K textures from a server and displays them to the user for a VR application. This works well, but there's a large frame drop when calling CreateTexture2D. To remedy this, I've tried creating a separate thread that creates the texture, but the frame drop is still present. Is there anything else that I could do to prevent that frame drop from occuring?
  16. 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
  17. I'm doing a test quest. The player gets a quest from an NPC to bring him fish. Once the player picks up the fish, the original NPC gets replaced by a new one with a new conversation trigger. The NPC tells the Player "Well done" and should give 200xp. The script tells the xp counter to go up by making a reference to the gameobject that holds the text component But it throws this error: I'm aware that the error may hide in plain sight. I just have to sort this out, since I'm writing the AI at the same time, and the time it takes to resolve everyone of these errors is tremendous. Plus, I think I'll learn something. I've been having trouble with some basic functionalities recently. There might be something wrong with my understanding on how programming works. Glad if someone could help (: Edit: I'm fully aware that the update function requires an input. I call the function in the editor when the dialogue ends, it still doesn't work.
  18. The Heavy Metal Vol. II pack focuses on powerful heavy metal/hard rock music, perfect for energetic, fast-paced, and challenging action games. The pack includes 5 original tracks, all available as both full tracks and seamless loops, so that you can very easily use them in your games. Unity Asset Store: https://www.assetstore.unity3d.com/en/?stay#!/content/110450 Unreal Engine Marketplace: https://www.unrealengine.com/marketplace/heavy-metal-vol-ii A 15 seconds preview of each main track is available on Soundcloud:
  19. Independent developer Fishing Cactus brings their charming new programming game to Steam Mons, Belgium, February 14, 2018 - independent game developer Fishing Cactus (Epistory - Typing Chronicles, 2016) announced today that Algo Bot, a pan-galactic coding-based adventure puzzle game, is available on Steam for $9.99 USD. In the rich single-player story campaign, Algo Bot meets PAL, a cantankerous and aloof line manager, and Gemini, the cheerfully eccentric shipboard computer. When a routine recycling job goes horribly wrong, Algo Bot and this unlikely band of heroes must work together to save the sleeping colonists on board the Europa. Algo Bot is a unique futuristic adventure puzzle game, delivering a one-of-a-kind programming gameplay experience, teaching basic programming concepts in a fun and entertaining way. Algo Bot’s features include: A bittersweet story with two lovable heroes Over 40 programming puzzles set in 5 unique environments Easy to understand for beginners, but difficult enough for puzzle enthusiasts Play with various programming concepts Backtrack to already cleared levels to optimize your solutions Stunning 3D graphics The British Touch: we’ve teamed up with Epistory’s writer, Joseph J Clark, to give Algo Bot a light storyline with a touch of British humor Algo Bot is available now on Steam for $9.99 USD in English, French, Spanish, German, Russian, Polish and Italian http://bit.ly/2Due9Ou
  20. Hi fellow game devs, With the help of @CombatWombat in my previous post about clutch modeling, I now have a solid direction for the modeling the clutch. The way I'm doing it is having 2 clutch states: locked and unlocked. EngineRPM and torque will be calculated separately in each state. My problem right now is the logic and code for specifying locking and unlocking. The condition for locking is when (engineSpeed - drivetrainSpeed) in previous update cross zero (different sign) with the current update (to determine if engineSpeed = drivetrainSpeed or not in-between updates) and engineTorque <= clutchTorque. The condition for unlocking is when engineTorque > clutchTorque. The diagram looks roughly like this (taken from matlab website with the similar implementation): However, the 2 conditions are triggers for switching states, not for determine the current state to be in, so in the end my clutch state just jumped around. I don't have a lot of experience in doing state machine, so can some one give me rough code of how to implement this? Below is my rough code: speedError = engineSpeed - drivetrainSpeed; if ((Math.Sign(speedError) != Math.Sign(deltaW) && currentTotalEngineTorque <= clutchReactTorque)) { clutchLocked = true; } else clutchLocked = false; deltaW = speedError; //end of update I think the main struggle is the cross zero. Because cross zero is the "trigger condition" to check if the clutch should lock when it is slipping, not the condition for continuous locking, while the code I have above is the "continuous condition" saying "this condition is true then it is locked/unlocked". Another word, if the clutch is slipping, the condition above would decide if it's locked or not, but once it is locked, the cross zero condition is not true anymore (since speedError and deltaW have same sign as engineSpeed == drivetrainSpeed when clutch is locked). I'm sorry that I cannot explain this better as English is not my first language.
  21. Kepuh's Island

    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 enviroment itself. 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
  22. I'm near to starting an AR project that needs to support both Android devices and the HoloLens. I'm planning a tabletop game with minimal tracked objects and likely a LeapMotion to recognize hand gestures. What SDK (or combination of SDKs) exist that support both of these devices with (as much as possible) a single codebase? I'm very new to Unity and game development. From my reading, it sounds like the Vuforia+Unity+Windows 10 SDK combo should do it, but it's not clear to me how much platform specific code would be involved or if I would need two entirely separate code projects. I'd also appreciate any intuition related to: how these SDKs relate to each other (eg. what does Vufori add to Unity) what sort of code is device specific other recommendations for SDKs that support both platforms
  23. Good Evening all, My name is Tristan and I am looking for one person to form a 2-man team with to bring this mobile management game with visual novel elements to fruition. If you are comfortable with anime, non pc humor and/or memes them this is a great project for you! I am a full time unity programmer with a decent background in back-end code and thus built large portions of the project in Unity / C#. I am purchasing art out of pocket thus artistic content is not much of a concern. Ideally I would love to take on another Programmer or Artist to speed up development. Having little unity experience is fine as long as you are willing to learn and push the project forward, genuine management skills are always a plus! Offer By joining this project, I can offer the following: 1: A chance to work along side another committed developer on a singular code base 2: A chance to complete a medium sized project in 3 months 3: Revenue share is very much open as its targeting mobile. Contact If you are interested or want to know more then please feel free to send me a message on discord _wkd#6716, I'll be happy to let offer up more information Thank you for your time.
  24. Player Panel DOMEN KONESKI Player panel is now fully implemented and ready to be taken further. It serves as an indicator how well you are doing. It’s also a place where you manage your gear – from head items, torso and so called ‘plugins’ which increase your stats. You will be able to craft and find these plugins troughout the world. Navigation DOMEN KONESKI Since the world won’t be that small, we will give players some sense of direction by adding simple compass on top of your screen. We had a map in previous iteration and with testing the game we have seen that noone had been using it. Probably because they weren’t any interesting things on the map, so these things can change troughout the development. Though the main idea remains – for players to know where they are (we are about to add memorable points of interest and floating islands). Also, biomes are the easiest way to tell where you are (snow biome is usually in the north, desert biome is in the south). GPU Rendered Grass Test DOMEN KONESKI We had plenty of concerns about our recent grass renderer that I made. It uses Unity’s DrawMeshInstanced() function over multiple meshes that are spawned troughout the world. The problem with this system isn’t rendering itself, but batching grass meshes that are near you. We’ve used the fastest possible Octree implementation to get nearest grass meshes. These were then put to the renderer, that caused a lot of GC allocation and used alot of CPUs usage if we wanted dense and diverse grass. It also used a lot of drawing calls when we wanted to draw different meshes with different textures at the same time (example is when you stand on the edge of two or three biomes). Rendering grass on the GPU by using geometry shaders The last and only solution that I thought of was doing everything on the GPU by using geometry shaders. There are zero to none examples on how these things work in Unity so I started experimenting with it. The shader successfully draws triangles on a list of vertices I provide along with color and normal of the surface beneath. The shader has tweakable settings, from width and height of the grass, shadow intensity, wind strength and more. This is for now only a test and will probably take it further from here, we have to figure out how will grass cope with our art style. Shader world models for items DOMEN KONESKI Item framework system a has new additon which enables us to (re)use world item models on different items. This means we can create more items with less modeling. Example: two torso sets that look the same, but have different stat bonuses on it. More about it in the future blogposts. Timelapse #6: Companion modeling and rigging ANDREJ KREBS Companion will work as a tool and is therefore modeled with relatively lots of polygons, since it will appear close to the players view. The model was then rigged, so I could animate all the moving parts. The model was then animated together with the first person rig for the various actions that will be performed. Outfits and skins ANDREJ KREBS The outfits and armors we are adding to the player character are separate models, that fit over the player character and are connected to the same skeleton as the player. I model and weight paint them with the player model in blender, so I can test it with different animations and see how it works and looks with the player, but I then save it in its own file for import into unity. This way we can keep adding more outfits. Outfits Skins are basically new models that represent the same item. Sometimes I copy an existing armor and modify it and other times I just make new armors from scratch for skins, depends on what I’m trying to make. The player and outfit models are then brought back together in Unity and are then remaped to the same skeleton, to work with the animation in the engine. Floating islands biome concept MITO HORVAT The floating islands above the ground are going to need an overhaul as well. We’re redefining the shapes and sizes plus it will have its own mini biome. The old island models look too boring and simple to recycle them, so we had to come up with something fresh. I drew up various shapes and sizes concepts which were then approved and based on that, I painted this quick concept art. concept of floating islands biome New icons for UI/Inventory screen MITO HORVAT I’d been given another sidetask by Domen, to paint the new icons for the game UI/Inventory screen. It’s going to take ages to complete, but it is the necessary evil that has to be dealt with. New icons for UI/Inventory screen Improving resource helper TADEJ VRANEŠIČ This week was all about improving resource helper. I made a simple Server/Client ftp connector, which resolves version disputes quite easily. It has an Upload – Push and Download – Pull function, which reads and writes from server and to a server. This storing and reading technique will be used heavily, internally, but it may have the potential to be used as a modding tool. User could download item resources file with different settings from the ones that are set on his PC. This completely alters the behaviour of Floatlands game and after he is done “playing around”, he can simply download the official and latest version, which sets game behaviour to default. World bounds VILI VOLČINI Lately I’ve been working on world bounds, which are automatically generated based on bounds size. The intent here is to prevent a player from falling off the world. World bounds Charting software VILI VOLČINI I was searching for charting software for planning. I did this because it felt like we were somewhat in the dark with planning. I found TeamGantt, their charts allow you to plan tasks on the timeline, and more importantly, make tasks depend on each other – “if Y depends on X, then we must finish X before working on Y”. With this software, we can estimate, how much work there is to do and how much time it will take. Gantt online charting software Serene track CHRIS PLEXIDAS Every blogpost from now on and until the release date we will release one track of the Official Floatlands Soundtrack a week, but also remixes and experimental tracks. Happy listening and let’s make a start with the track Serene. Serene is a track that is set out to make you feel the vastness of the scenery in Floatlands. A multitude of layered and swelling Synthesizer patches guide you slowly into the dazzling, dreamlike worlds. More about Floatlands: Discord Facebook Twitter Instagram
  25. 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
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