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Found 417 results

  1. GlPortal is a free and open source first person 3D teleportation based puzzle game and platformer. But we have already integrated a physics engine and are planning for some physics based puzzles. We want to improve our Visual Studio support. Check out this project: https://github.com/kungfooman/glportal-vs You can chat with us on gitter https://gitter.im/GlPortal/glPortal
  2. I'm looking for programmers for an rpg I want to make. If you're wondering what "semi-turn based" means, it means that you take turns, but instead of a rigid back and forth like Pokemon, a timer determines when you can act, a sort of modernization of the classic Final Fantasy Active Time Battle system. Right now, I'm looking for programmers to create a prototype of both the combat system and the movement outside of combat. Preferably for Unity C#. Concept artists, particularly for characters, and writers to help me flesh out the character and story aspects, would also be helpful. Here's a concept doc to fully explain things: https://docs.google.com/document/d/1ObDMAUWsndSAJ1EpQGRDxtR8Xl9xPotx89OZ0sgRaIw/edit?usp=sharing If you can fill another role and are interested, feel free to let me know as well. At the moment, this is purely a hobby project, with no payment planned. If we produce something we feel we can release, then of course we'll work out something for compensation. But, again, don't join this project counting on payment. If you're interested, contact me on here, or at jordestoj@yahoo.com . Thanks.
  3. Hello everybody, 5 new video are available on my youtube channel: -Video 4 Candy's Space Mysteries- | -Video 2 Lights of Dreams IV- | -Video 3 Candy to the Rescue IV- -Video 13 Candy World II- | -Video 3 Candy Racing Cup- | -My Xilvan Design Youtube Channel- Thanks for Watching! Friendly, Xylvan, Xilvan Design
  4. itSeez3D Announces Avatar SDK plugin for Unity

    itSeez3D, a leading developer of mobile 3d scanning software, announced today a new SDK for its automatic 3D avatar generation technology, Avatar SDK for Unity. The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers and creatives to integrate realistic user-generated 3D avatars into their Unity-based applications. SDK users can allow players to create their own avatars in the application or integrate the SDK into their own production processes for character design and animation. “Virtual avatars have recently become increasingly popular, especially in sports games and social VR apps. With the advance of VR and AR, the demand to get humans into the digital world is only increasing”, said Victor Erukhimov, itSeez3D CEO. “Our new Avatar SDK for Unity makes it super-easy to bring the avatar technology into any Unity-based game or VR/AR experience. With the Avatar SDK for Unity now every developer can bring face scanning technology into their games and allow players to create their own personalized in-game avatars, making the gameplay much more exciting and immersive.” Key features of the Avatar SDK for Unity: Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo. Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts Head models support runtime blendshape facial animations (45 different expressions) Generated 3D heads include eyes, mouth, and teeth Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles Six predefined hairstyles with hair-recoloring feature (many more available on request) Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon) Well-documented samples showcasing the functionality. Availability The Avatar SDK for Unity is offered in two modes - “Cloud” and “Offline”. The “Cloud” version is available at http://avatarsdk.com/ and the “Offline” version is available by request at support@itseez3d.com. ### About itSeez3D At itSeez3D, we are working on the computer vision technology that turns mobile devices into powerful 3D scanners. itSeez3D has developed the world's first mobile 3D scanning application that allows to create high-resolution photorealistic 3D models of people's' faces, bodies and objects. The application is available for iOS and Windows OS mobile devices powered with 3D cameras. In 2016 the company introduced Avatar SDK that creates a realistic 3D model of a face from a single selfie photo. To learn more about itSeez3D scanning software and 3D avatar creation technology, please visit www.itseez3d.com and www.avatarsdk.com.
  5. itSeez3D Announces Avatar SDK plugin for Unity

    itSeez3D, a leading developer of mobile 3d scanning software, announced today a new SDK for its automatic 3D avatar generation technology, Avatar SDK for Unity. The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers and creatives to integrate realistic user-generated 3D avatars into their Unity-based applications. SDK users can allow players to create their own avatars in the application or integrate the SDK into their own production processes for character design and animation. “Virtual avatars have recently become increasingly popular, especially in sports games and social VR apps. With the advance of VR and AR, the demand to get humans into the digital world is only increasing”, said Victor Erukhimov, itSeez3D CEO. “Our new Avatar SDK for Unity makes it super-easy to bring the avatar technology into any Unity-based game or VR/AR experience. With the Avatar SDK for Unity now every developer can bring face scanning technology into their games and allow players to create their own personalized in-game avatars, making the gameplay much more exciting and immersive.” Key features of the Avatar SDK for Unity: Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo. Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts Head models support runtime blendshape facial animations (45 different expressions) Generated 3D heads include eyes, mouth, and teeth Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles Six predefined hairstyles with hair-recoloring feature (many more available on request) Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon) Well-documented samples showcasing the functionality. Availability The Avatar SDK for Unity is offered in two modes - “Cloud” and “Offline”. The “Cloud” version is available at http://avatarsdk.com/ and the “Offline” version is available by request at support@itseez3d.com. ### About itSeez3D At itSeez3D, we are working on the computer vision technology that turns mobile devices into powerful 3D scanners. itSeez3D has developed the world's first mobile 3D scanning application that allows to create high-resolution photorealistic 3D models of people's' faces, bodies and objects. The application is available for iOS and Windows OS mobile devices powered with 3D cameras. In 2016 the company introduced Avatar SDK that creates a realistic 3D model of a face from a single selfie photo. To learn more about itSeez3D scanning software and 3D avatar creation technology, please visit www.itseez3d.com and www.avatarsdk.com. View full story
  6. Hello! I am looking for a concept artist for a 3d brawl game. I will need sketches done for characters, and arenas. I would prefer a hobbyist for free, but I will pay if the work i am getting is significantly better than a free hobbyists. If interested, please do email me at JVGameDev@gmail.com
  7. Pleb's Sled Devlog - Week #1

    The first week of developing our new game Pleb's Sled. We are going to post development vlogs weekly so stay tuned!
  8. Game Character

    I created this model in Maya and have been practicing on the side while studying for school. This may not be the best picture to show faces or line flow and the resolution does not help things either. Still, I would love some opinions on where I can improve on my 3D modeling. Also, this is just a skin model and I spent no time texturing the model or accounting for clothing. Thank you in advance for any feedback.
  9. Hi GameDev folks! We're back with another about for Avatar SDK. Today we are releasing the official Avatar SDK Unity plugin! The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers to integrate realistic AI-powered user-generated avatars into their Unity-based applications. With Avatar SDK Unity plugin you can allow players to create their own avatars in your application or integrate the SDK into your production tools and processes, i.e. 3D character design and animation. Since the beta release, we’ve added some very exciting features like support of facial blendshapes, detailed facial features (eyes, mouth and teeth) and hair recoloring, reduced the avatar cloud computation time and introduced the new “offline” version of the Unity plugin. See the full list down below. We now offer the plugin in two flavors: “Cloud” and “Offline”. The “Cloud” version requires an external server for avatar generation and the “Offline” version supports local avatar calculations on a client machine. Key features of the Avatar SDK for Unity (applicable to both cloud and offline versions): Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo. Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts Head models support runtime blendshape facial animations (45 different expressions) Generated 3D heads include eyes, mouth, and teeth Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles Six predefined hairstyles with hair-recoloring feature (many more available on request) Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon) Well-documented samples showcasing the functionality. A quick demonstration of the how the plugin works: And here is an example of the facial expressions that you can create with our blendshapes: Availability Cloud Unity plugin To get the Cloud Unity plugin, sign up or sign in with at https://accounts.avatarsdk.com, choose a plan (Free, Indie, Plus, Pro) depending on how many avatars per month you need, then go to the Unity3D plugin tab on the Developer page and click “Download”. Please note, that the cloud version requires a small payment for every generated avatar to keep the servers running. Check the pricing here: https://avatarsdk.com/#pricing. A few important changes in pricing: While we’re still offering a Free plan for our Cloud SDK, from now on all 3D models will be watermarked with an Avatar SDK logo. Our existing users will still be able to generate models without watermarks until the 15th of January 2018. Please make sure to sign up for a non-free plan before this date to continue using Avatar SDK for any purpose other than testing or evaluation. In celebration of the Black Friday, Cyber Monday and the upcoming holiday season, we’re offering a 60% discount for our Indie plan! Sign up before December 6, 2017 11:59 PM EST and get a full set of features for just $20/month! If you sign up for this plan now you can stay on it after the offer expires. The discount applies to the monthly payment only, the extra avatars prices are the same. Offline Unity plugin Unlike the Cloud version, the Offline plugin is unlimited, so you can generate as many avatars as you need for your project. The Offline plugin is available by request, please contact us at support@itseez3d.com. As always, if you have any questions or feedback about the Avatar SDK, please feel free to reach out to us! itSeez3D team
  10. Hi everyone! Today we have something interesting to share with you. We have recently realized that Project SpaceVille can be much more than just a game. We’ve started to look at Project SpaceVille as a didactic way for people who have poor social skills to acquire and develop social skills. We’ve decided to work even harder on our Artificial Intelligence system so that we can actually recreate neighbors with very specific personalities to match the majority of people that you could have to deal with real life. The goal is for you to be friends of them and learn what you’d need to do to become friends of that person. Of course this is something very generic since everyone is different. We already have contacted some psychologists who became very interested in our idea. Especially since Project SpaceVille isn’t age restricted. And nowadays almost everyone has a smart phone so it’s very accessible. They say it could be used from introverted people to even the refuges and we’ve created the analogy of “going to another planet”. We've discussed this with many people during the Web Summit and they all thought it was a very interesting concept. What are your thoughts on this matter? On another topic, we’ve been sharing some content on our social media! Have you checked it out? The links are down below, leave us a 👍👍👍 But meanwhile here's a peek on something we've been working on: See you soon, The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames SoundCloud: https://soundcloud.com/faximegames
  11. 3D Jetpack Action

    Hello everybody! I've got a little problem. I need to create jetpack action. The main target is when I will press some button on my keybord my character will fly in the sky and stay here for some time then he will remove to the ground. I'm working with Unreal Engine 4 with blueprints.
  12. I have a very simple vertex/pixel shader for rendering a bunch of instances with a very simple lighting model. When testing, I noticed that the instances were becoming dimmer as the world transform scaling was increasing. I determined that this was due to the fact that the the value of float3 normal = mul(input.Normal, WorldInverseTranspose); was shrinking with the increased scaling of the world transform, but the unit portion of it appeared to be correct. To address this, I had to add normal = normalize(normal);. I do not, for the life of me, understand why. The WorldInverseTranspose contains all of the components of the world transform (SetValueTranspose(Matrix.Invert(world * modelTransforms[mesh.ParentBone.Index]))) and the calculation appears to be correct as is. Why is the value requiring normalization? under); ); float4 CalculatePositionInWorldViewProjection(float4 position, matrix world, matrix view, matrix projection) { float4 worldPosition = mul(position, world); float4 viewPosition = mul(worldPosition, view); return mul(viewPosition, projection); } VertexShaderOutput VS(VertexShaderInput input) { VertexShaderOutput output; matrix instanceWorldTransform = mul(World, transpose(input.InstanceTransform)); output.Position = CalculatePositionInWorldViewProjection(input.Position, instanceWorldTransform, View, Projection); float3 normal = mul(input.Normal, WorldInverseTranspose); normal = normalize(normal); float lightIntensity = -dot(normal, DiffuseLightDirection); output.Color = float4(saturate(DiffuseColor * DiffuseIntensity).xyz * lightIntensity, 1.0f); output.TextureCoordinate = SpriteSheetBoundsToTextureCoordinate(input.TextureCoordinate, input.SpriteSheetBounds); return output; } float4 PS(VertexShaderOutput input) : SV_Target { return Texture.Sample(Sampler, input.TextureCoordinate) * input.Color; }
  13. Hey, Im using directx allocate hierarchy from dx9 to use a skinned mesh system. one mesh will be only the skeleton with all animations others meshes will be armor, head etc, already skinned with skeleton above. No animation, idle position with skin, thats all I want to use the animation from skeleton to other meshes, so this way I can customize character with different head, armor etc. What I was thinking its copy bone matrices from skeleton mesh to others meshes, but Im a bit confused yet what way I can do this. Thanks.
  14. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  15. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  16. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  17. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  18. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  19. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  20. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  21. hi all I'm having a problem with fragment shader https://imgur.com/a/uDGXK I don't want to render the parts that are in red in the image I have to passes which culls clockwise and anticlockwise and I'm getting the dot product of the normal with the camera position if its less than 0 I set a transparent fragment otherwise discard the fargment here is the shader https://pastebin.com/WyjuuqbT
  22. Here's our latest websites: -Xilvan Design Official Websites- | -Weebly Website- | -Wix Website- It show everything about the older and latest development of our games! Friendly, Xylvan., Xilvan Design.
  23. Hello everyone, I was following this article: https://mattdesl.svbtle.com/drawing-lines-is-hard#screenspace-projected-lines_2 And I'm trying to understand how the algorithm works. I'm currently testing it in Unity3D to first get a grasp of it and later port it to webgl. What I'm having problems with is the space in which the calculations take place. First the author calculates the position in NDC and takes into account the aspect ratio of the screen. Later, he calculates a displacement vector which he calls offset, and adds that to the position that is still in projective space, with the offset having a W value of 1. What's going on here? why can you add a vector in NDC to the resulting position of the projection? what's the relation there?. Also, what is that value of 1 in W doing? shouldn't it be 0 ? Supposedly this algorithm makes the thickness of the line independent of the depth, but I'm failing to see why. Any help is appreciated. Thanks
  24. Marching cubes

    I have had difficulties recently with the Marching Cubes algorithm, mainly because the principal source of information on the subject was kinda vague and incomplete to me. I need a lot of precision to understand something complicated Anyhow, after a lot of struggles, I have been able to code in Java a less hardcoded program than the given source because who doesn't like the cuteness of Java compared to the mean looking C++? Oh and by hardcoding, I mean something like this : cubeindex = 0; if (grid.val[0] < isolevel) cubeindex |= 1; if (grid.val[1] < isolevel) cubeindex |= 2; if (grid.val[2] < isolevel) cubeindex |= 4; if (grid.val[3] < isolevel) cubeindex |= 8; if (grid.val[4] < isolevel) cubeindex |= 16; if (grid.val[5] < isolevel) cubeindex |= 32; if (grid.val[6] < isolevel) cubeindex |= 64; if (grid.val[7] < isolevel) cubeindex |= 128; By no mean I am saying that my code is better or more performant. It's actually ugly. However, I absolutely loathe hardcoding. Here's the result with a scalar field generated using the coherent noise library joise :
  25. Recently I've been tackling with more organic low poly terrains. The default way of creating indices for a 3D geometry is the following (credits) : A way to create simple differences that makes the geometry slightly more complicated and thus more organic is to vertically swap the indices of each adjacent quad. In other words, each adjacent quad to a centered quad is its vertical mirror. Finally, by not sharing the vertices and hence by creating two triangles per quad, this is the result with a coherent noise generator (joise) : It is called flat shading.