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  1. Venatus Games

    Nightfall - DevBlog #2

    NIGHTFALL DEVBLOG #2 I'd like to start this post by saying - This week has been absolutely insane! In just over a week's time since the last DevBlog, we've reached over 100 members in our Discord community, added three new team members to our team at Venatus, and broke ground on terrain generation... successfully. Yup! You read that correctly. We have actual world generation, in Nightfall, in less than two weeks and this time we'll have actual gameplay to share with you! In a big part, this is due to some of our additions to the team and the hard work that the entire team has been putting in for all of you in the past couple of weeks. Combined through Discord, our posts here on GameDev.net, Twitter, and Patreon, there are over 1.5 thousand people who are interested in Nightfall. This is an insane number, especially after the short amount of time that we've been at this... and it's going up every day. This is a driving force for us and the support people have shown us is inspiring! We are super motivated by the engagement we've had with you guys and are loving hearing your suggestions and answering your questions on the Discord! Now with all that said, I'm sure you're all looking forward to hearing more about how Nightfall is coming along, and we can't WAIT to share it with you. In today's DevBlog, we'll take a look at some more concept art for features and biomes, discuss terrain generation, take a look at some of the new models and art for Nightfall, learn more about all of us over here in the Dev Team, and get a first look at the Nightfall pre-pre-alpha gameplay! Wow! That was a mouthful. That's enough of an introduction, let's get started! What is Nightfall? We discussed this last DevBlog, and we'll keep it brief, but in case you aren't coming from our Discord or our previous DevBlog on GameDev.net, here's the gist of what Nightfall is all about. "Nightfall is a block/voxel type game being developed by Venatus with influence from Minecraft, Castle Miner Z, and other predecessors. It is a base-defense open world sandbox game that pits you against dynamic and dangerous enemies along with other players. You can work together or go it alone to try and survive the harsh nights of Nightfall. The game is an open world sandbox where Players can do whatever they want. To survive, players will need to gather resources and construct a shelter. However, when night falls, things get much more difficult. Players will need to defend against difficult dynamic enemies and survive to the next morning." Yes, that's the same blurb as last time, and if you want more information than that, click here to head over to our Discord or here to read last week's post for more information. I don't want to bog you down with repeat information, so this is the last time we'll add this basic description of the game to the post. Yay! Biome Concept Art The Badlands Take a look at this beauty. Another incredible concept piece by Crimmy. These are the badlands, and yes, they're bad to the bone. No literally... You'll actually find large skeletons here of creatures that may have roamed the land. This is a pretty unforgiving biome, but the terrain generation here will be miles different from anything you've seen before. We're aiming to have huge spikes (as seen above), large skeletal remains, and sheer cliffs that drop far below. The consistency of the rock/stone you'd find making up these spikes would be that of volcanic rock. A good way to picture this biome is to take a look at this scene from the Lion King, and add some more pointy outcroppings of rock. Unique biomes like the Badlands are something we are working hard to implement into our world generation. We have a LOT of new mechanics to our world generation that you probably won't be expecting, and we can't wait to share more of them here. Our goal is that exploring the world of Nightfall will not feel monotonous or empty, and that you'll be rewarded with fantastic sights and new materials for your travel. This applies to our surface world, but also the depths below... but that's for a future DevBlog! Door and Entrances Who doesn't like to make a dramatic entrance? Say goodbye to the days of doors that are two blocks tall and one block wide (although, we will have those as well) and hello to the grand entrances of Nightfall. We're currently working on a concept feature for larger doors and entrances in the game. This means doors, hatches, and gates that are not just you usual proportions. Crimmy took some time this week to concept out a bunch of possible entrances you may see in Nightfall. We want to allow for you to not have to limit your doorways to be a certain size. This will make allowing creatures larger than the average human into a building easier, but also make for more impressive builds. We're also planning on incorporating it into our dungeon system to allow for epic entryways into the horrors of Nightfall. Barn Doors (Sliding) Still don't understand what I mean? Take a look at these sliding barn door options. If you have a barn for your livestock, it may be smart to use these doors to seal the barn up during the winter, but still allow for animals to pass through easily when it's time to take them back out for the warmer weather. These doors not only look good, but they'll actually have functionality as well. And just like in real life, these barn doors may be higher than your head compared to the average sized door. Speaking of average sized doors... Other Door Types Nightfall is not without those either. Here's a concept for a more reinforced door and even a jail door in case you want to lock up your friends or even your enemies. We're open to suggestions for all of these doors or even individual features for each method of entrance. Should the jail door require a key? Can the flaps on the reinforced door be opened to pass items through or take a peek at who is there? You tell us! We want to have unique options for the player that provide both use and visual appeal. Take this garage type door as another example. A player might be able to grab this door and pull it up for a vertical entryway. This might take up less space and would be a good way to take or move larger things out of your base. It also looks pretty reinforced. Imagine gearing up with your squad and popping out of one of these babies to take on the approaching horde. Don't worry, we didn't forget dungeon doors either. We want to have unique entrances to some of the larger non-player built structures as well. These could be harvested by the player after completing the dungeon to be used in builds or as decoration, but would also provide a certain vibe to the entrances of a crypt or a foreboding castle. We have a lot of plans for our dungeons, but that's something we'll touch more on in a later DevBlog. In the image above you can see some concepts for fences (A, B, D) and fence gates (C, E). Obviously there's still a lot more ways we plan to take these structures, but this is another example of the variability we want to provide for you in the world of Nightfall. Trapdoors, Hatches, and Other Entrances Coming in last but certainly not least for our entrance concepts, we have hatches, trapdoors, and other cool entrances. In image A, and B, we've got some concepts for a different kind of hatch -- traps. These could consist of spikes or launch pads and be used on players, enemies, or maybe even other things. The player would be able to conceal these in a hatch similar to some of our trapdoors which is why we included them here. In Images C, D, and E, you can seem some examples of wooden hatches/trapdoors, and in F, G, and H, you can see something similar done with stone. Specifically if you look at image G, you can see that we're currently tossing around the idea of doing some more hidden entrances as well, like the fake rock. Once again, these fantastic pieces of concept art were done by our very own, Crimmy. We actually worked on these while answering questions on our brand new Developer Twitch, which you can check out here. I'll talk more about this at the end of the DevBlog, but we'll be doing more live streams here in the future where we work on Nightfall, answer questions, and hang out with the community! Tools/Weapons This week, Alde spent some time working on some placeholder tools and weapons for us. Unlike your typical block game, Nightfall has a lot of unique tools. While Nightfall does have your basic four (Shovel, Axe, Pickaxe, Sword), don't limit your thinking to just the generic set. We're working on some concepts for other weapons, tools, and equipment that can be used for various purposes. We will have various tiers for the tools/weapons depending on the type of material it is made with, and ways to increase their strength, efficiency, and ability. This is something we'll talk about more in a future blog post. Pictured above from left to right, you can see our placeholder model for a; Shield, Spear, Sword, Knife, Hoe, Pickaxe, Hatchet, and Shovel. Keep in mind that these are just placeholder models that we'll be using while we develop the functionality of these weapons and tools and that eventually the actual model will reflect what tier you are using. What this means is that basic tools will app ear more primitive while higher tier tools will be much more refined. Take a look at some of these placeholders closer up below; Gameplay Well, well, well... the moment I'm sure you've all been waiting for is here! How far along is the gameplay in Nightfall? Let's take a look. (Pre-Pre-Alpha) But first, an important disclaimer. What you're about to see is a pre-PRE-alpha version. There's plenty of bugs and a lot to be done, but we're showing you this now for two reasons. The first reason is the initial promise we made to ourselves and to you of being honest developers. This is truly where we are at in the development process, and we want to show you. The second is -- we're proud of what we've accomplished in such a short time and want to share it with you all who have been asking us every day for the past two weeks how much progress we've made. Is this the complete game? No. Is it a start? Hell yes. In less than two weeks we've created a fairly robust world generation system that's getting better every day, and are already able to do so much of what we thought would take us months to accomplish. This is a good sign and this is the foundation for us to create Nightfall on. Back to the disclaimer, however. Please remember that anything you see here is subject to change and is NOT A PUBLIC build. No, you can not yet play the game, and when a build is ready for public testing we will first release it to our Patrons over on Patreon. With all of that out of the way, here is what we've been working on. World Generation For starters, we've been tackling arguably the largest beast first, world generation. This past week, Jacob and Owen spent time on implementing the world generation system into Nightfall. Right now, we're focused on the basics, which is making the world appear, be modifiable, and save the modifications that players make. We're making sizable progress with this and getting closer and closer to being able to implement complex biomes and terrain. Right now, we've got a few basic blocks like grass, dirt, stone, and sand implemented into our generation engine. We also have a rudimentary form of water, but there is still quite a lot of work to be done in fluid physics. The world generation system is already nearly infinite in the same sense that Minecraft is, which is an impressive feat in itself. Over the weekend, Jacob and Shelby really cracked down on getting our current gameplay builds and world generation builds merged together. At this point we've successfully implemented both of those and are working on stabilizing everything and making the terrain and player flow smoothly. We did have some issues with terrain clipping and weird generation at the start though that ended up being quite... interesting. (This GIF is from a very early build that is now vastly out-dated. Textures in this video are not ours and were purely for testing, we now have our own textures as shown previously) Overall, the entire system is built to be heavily expandable and within the next few DevBlogs we're hoping to share more biomes and world generation both surface and underground! We have some custom textures on the blocks in our world now which you can see in some screenshots or below, although they're very tiny here. We're currently deciding what size our textures will be (16x16, 64x64, etc) so if you have any opinions or suggestions, let us know! The Player Our original alpha player you might have seen pictures or clips of is now dead. Long live alpha blue... He is now a Discord emote! His replacement who is still unnamed is now being implemented into the game. We're not entirely sure the direction we want to take character creation in yet, but we've fallen in love with this goofy blockhead made by Trevor! He's making his way into our current build and we're working on some new animations for him. POV We're working on a First Person Perspective AND a Third Person Perspective for Nightfall. You can check out the basic implementations of both of those below. Our Player's arms are still a bit goofy in first person, but we'll eventually have them nicely swing into view when you're walking or running! Alex is working on some new forms of movement for our character which we'll get into in a future DevBlog. Multiplayer Yup! You heard that right. We have basic Multiplayer functionality already working pretty smoothly! (Ignore my terrible apartment WiFi ping.) You can do quite a bit already as the heart system and breaking and placing blocks are both implemented in their early forms. Here is the first ever... uh... "special" statue built in Multiplayer Nightfall. We've made quite a bit of progress here and all of this is synced up between players. Overall, Multiplayer is doing very well in early testing and we are super excited for what's to come! Health System Check out this graphic to learn more about our health system. We've taken inspiration from some of our favorite ways of doing health and combined them to make our own unique form of health. Hearts are measured in half heart increments and you can go down to one half of a heart before dying. You may have noticed some hearts in the top left of some of the screenshots we've shared. This is the basic implementation of our Heart System which you can read more about above. We've actually changed the way these hearts look from the screenshots and the placeholder to be a new design by Trevor. Here you can see a normal heart, Golden Heart, and a poisoned heart. Profiles and Friends Profiles In Nightfall, we're working on a non-gameplay related system for you to show off your stuff. We're planning to have an in-game area to view your profile and see all of your statistics and achievements all in one place. We will also have some cool collectibles called profile tags that you'll be able to showcase here. Profile Tags Profile tags are basically badges for your profile page. Imagine Pin Collecting at Disney world -- yeah, that. You'll be able to earn them through in-game achievements, reaching statistical milestones, events in-game and on Discord, and other ways like supporting us on Patreon. These are purely cosmetic and are more for collecting than anything else. They have NO effect on gameplay. You can actually earn one of these future profile tags right now through our Pioneer program on Discord. Go check out our community server on Discord to learn more about it! Congrats to those of you who have already earned your Pioneer title! Friends Another thing we would like to incorporate into the profile system is friends. This mechanic would allow you to add people you know in real life or friends you meet in game for ease of access in joining their games and seeing their profile pages! This is a great way to keep track of all of the people you meet and check out other people's profile tag collections! Dev Spotlight A new segment in the DevBlogs! Each blog we'll be spotlighting a different member of our Dev Team here at Venatus! This will give you a chance to learn more about us and see that yes, we're human too! This week's spotlight is... Jacob Jacob is a new addition to our team this past week! We're super excited to be working with him. Jacob has really spear-headed out terrain generation over the past week and came onto the team with a lot of world generation experience. If it was not for his previous hundreds of hours of hard work, Nightfall would not be as far along as it is today. Jacob is 22 years old and has been working in Unity for over four years. Before that, he was active in the Minecraft Modding community and developed multiple modifications to Minecraft. This is where he initially started his programming journey as a middle school student. He enjoys playing Minecraft, in which he has thousands of hours, and also likes to hop into the world of Dark Souls. Currently, Jacob is working on a system of layering chunks that will allow us to do some pretty nifty stuff with our terrain generation vertically! If Jacob could add anything to Nightfall, he would like to dive more into the complexity of chaotic bosses in the game. Development Streams (Twitch) Some of you may have caught our previous development stream on Friday, which you can re-watch most of here. We're planning on doing a lot more of these Development streams in the future so you can watch us model, program, draw, and create the world of Nightfall. We'll do lots of Q+A sessions where we answer your questions about the game, and in the future we hope to do streams of actual gameplay showcasing new features or updates. We might even do streams where we play with the community some day! Here's hoping! If you're interested in watching these streams, go ahead over to our twitch by clicking the link below and give us a follow so you're notified when we go live! Discord, Patreon, and Social Media Discord https://discord.gg/2BKtNks Use the link above to head on over to our Discord. This is the absolute BEST way to communicate with myself, any of the Developers, and the community. We have dedicated areas for you to suggest features, give feedback, learn more, and most importantly - ASK QUESTIONS (and get an answer too!) This is the easiest (and free!) way of supporting us and we are so happy to see so many of you already taking advantage of this by joining, talking to each other, suggesting features, and grilling us with questions! It's been great! We already have over 100 members in our Discord community! Incredible! Patreon https://www.patreon.com/vgnightfall Honestly, we're new to the whole Patreon scene, but you can pledge to monetarily support us monthly here. We do have various tiers of support that each provide unique rewards like special roles on our Discord server, access to even more direct communication with Developers, and of course, eventual early access to the game to help us test. You'll also get bonus development content and an even closer peek into our development process directly through Patreon and Discord when you subscribe! We've already posted a lot of extra content on our Patreon! Thank you to our current Patreon supporters: Patreon - Nedac16 Twitter https://twitter.com/venatus_games This one is pretty simple. It's just Twitter. If you click the link, it'll take you to our page and let you follow along with what we do there. We'll share similar content updates there along with more information or if we're ever looking for help. Click the link and give us a follow if you're feeling generous and help support Nightfall! (Closing) And night is upon us... As you can see it's been an absolutely bonkers week since our last post. We are through the roof with the progress that's been made in our short time working on this project and are looking forward to the next few DevBlogs where we'll really begin to show off what Nightfall has to offer. However, a word of caution there. This upcoming week is a very busy one for the team outside of developing Nightfall, so there's no promises on a DevBlog post next week. We'll let you know what our schedule for the next post is looking like over on our Discord, so come join us and keep your eyes on the announcement channel for more information. We have a brief survey and would really appreciate if you took the time to fill it out! Click the link below to check it out! It won't take longer than a minute! Thanks! https://docs.google.com/forms/d/1-XHJUX57RvUxOfJQDS122Ffg4B5FQqIsITWlejDcAOw/edit Well, it's getting dark and night is falling, so we better get going, but we'll see you sooner than you think! Thanks for reading! Humbly, VG Jack and the Venatus Team
  2. The latest release of Diligent Engine combines a number of recent updates (Vulkan on iOS, GLTF2.0 support, shadows), significantly improves performance of OpenGL backend, updates API, adds integration with Dear Imgui and implements new samples and tutorials. Some of the new features in this release: GLTF2.0 support (loader, PBR renderer and sample viewer) Shadowing Component and Shadows Sample Integration with Dear Imgui library and Dear Imgui demo Tutorial13 - Shadow Map Tutorial14 - Compute Shader Tutorial15 - Multiple Windows Check it out on GitHub.
  3. how is the BSDF function used in the kajiya rendering équations ? We know that path tracing proivde an analytical solution and we saw the BSDF function at first time in the path tracing algorithm. After that, is there a way to use mutliple BSDF function in a full rendering process ? If you have some links to any books or website, please share it !
  4. Project Name: Rift One Role Required**: (Language - C#) - Dedicated Unity Programmers My Role: Project Lead Previous Projects: N/A Team Size: 6 Project Length: n/a Compensation: Rev-share until we get funding. Responsibilities: - Must know Unity. - Must Know How Gitlab & Sourcetree work - Advanced Programming. - Friendly and chilled Project Description: An Sci-Fi FPS based in a alien world, where you, mark maxin are forced to enter a portal that transports you to another world. **Contact**: please Email us at data7games@gmail.com
  5. Graphic Artist Opportunity If you’re an artist and have ever thought about game development, but were hesitant about actually doing it, this is the perfect opportunity for you. There’s no commitment and moderate pixel art skills are probably all you need to bring to the table. Cube Universe is a game that has been in development for 5 years. It has combat, crafting, world building, quests, RPG skills and abilities, travel between planets and it’s multiplayer… it’s a fully functional game with a dedicated developer behind it all. It’s a science fiction, fantasy sandbox game where magic and technology meet. It’s alien and mystical. There’s no limit to what can be in the game and that means a lot of room to express yourself as an artist. When I say pixel art skills are required for a 3D game, let me explain the current process of how content can be created in Cube Universe. Cube Universe comes with a built-in editor. It allows you to build structures (like a house, a castle, a spaceship, or a sacrificial temple to the moon god of a primitive culture) using the game world’s terrain blocks (which you can also create different kinds of). It also features a modeller that allows you to create more intricate furniture, lively creatures and decorations (like a fireplace, a holographic console, a bookshelf, or a laboratory table bubbling with the craziest potions imaginable). Note: A terrain block is 0.5 metres cubed. When modelling, a 0.5 metre block is 16x16x16 voxels. Each voxel allows for 4x4 pixels on each face. It’s all about speeding up the process though; getting your ideas into the game world as quickly as possible. Cube Universe’s editor can import MagicaVoxel ( https://ephtracy.github.io/ ) models and it keeps the color information for texturing. MagicaVoxel is an amazingly simple and powerful voxel modelling/coloring tool that’s completely free to use. The next step is to add minor details through the Cube Universe editor using it’s built-in paint tools. You can import your own palette and paint until you’re satisfied. At this point everything is kept simple on purpose because the texture can now be imported into your preferred paint program as a PNG file. In this case, GIMP ( https://www.gimp.org/ ) is being used to change colors faster and paint the wood grain. It’s easy to see how the sides of the model are represented in the PNG file, but this process might require you to go back and forth a bit between GIMP and the editor to texture around corners and such. After you’re satisfied, you can run any filters in GIMP over your textures and you’re done! The nice thing when creating content is that the game supports shadows and ambient occlusion, which creates a darkening around seams and let’s you keep your textures simple while the game adds shading. The most time consuming part of the process is usually the texturing. A 30 minute model could typically take 2 hours to texture, for example. The focus of this game’s graphics is to create content easily with a pleasant appeal. The texture style is purposely simple to keep things as economical as possible. The modelling is where you want to spend the most time being creative and I believe that focus will make for an enjoyable experience creating content for Cube Universe. Once you have a handle on static models, Cube Universe’s editor also exports bones, meshes and UV maps to Blender ( https://www.blender.org/ ) for animation all in a DAE (Collada) file. Animation is it’s own thing and we’d love to have someone who is familiar with basic Blender bone animation, but that is not a prerequisite for this recruitment phase. This is how the creatures are animated though. And you can only model so many tables and teleporter pads before you get the itch to try making a wild half-monster, half-robot abomination that strikes fear into the player from a 100 metres away. This is what drives artists to learn more technical things; torturing the player creating engaging experiences for the player. At the end of the day, that’s what game development is about; learning new skills, pushing yourself a little out of your comfort zone and making wild ideas into a digital reality. I’ve written this recruitment post from my own perspective with the project. I’m not an experienced game artist, but I’m having a blast making stuff and learning new techniques. I’ve even learned new things about the software I thought I was already familiar with. And that’s where the fun in development comes from. Also, you won’t be alone. This is a team effort and helping each other is a crucial part of that. We'll help you get started and share any tips and tricks with you to make your life easier on this project. If you’ve made it this far, you’re definitely wondering about payment. At this point, all that can be offered is revenue sharing. If you are looking at this as an opportunity to retire on a tropical island, you’ll most likely be disappointed. If you view this as a way to experience 3D game development in probably the most accessible way possible, then I believe you’ll enjoy your time on the project. You’ll receive a copy of a cool sandbox game and some money when sales are made down the road. The details can be discussed further with the developer directly. You’ve probably noticed that all the software an artist needs is free to download. Got a computer? You’re good to go! The developer is passionate about this game and has implemented a lot of features in the editor to accommodate speed and flexibility for you, the artist. Discord messaging is the primary way to communicate and stay connected to the project. Google Drive is used for all file sharing and asset backup. That’s all the online accounts you require to join the team and start creating. Currently the game is for sale on the official website ( https://www.beosar.com/games/cubeuniverse/ ), but it’s not quite ready for a marketing push yet. With sandbox games, content is king and Cube Universe needs your help. If you’re new to game development, you'll gain some important skills and experience to help you with future endeavors. If you know someone who might be interested in the graphic side of games, please mention this opportunity to them and let them decide if this is right for them. Lastly, if you know all this stuff already and have lots of experience, well let’s see what you got, tough guy! C’mon, I dare you! 😉 Feel free to ask questions in this thread. Otherwise, you can contact Beosar ( https://www.gamedev.net/profile/221978-beosar/ ) here on GameDev.net for further information. If you prefer Discord, Beosar#8149 is what you'll need.
  6. I'm unable to find my TerrainTypeSampler when I try to call it from my code! Why? struct VertexToPixel { float4 Position : POSITION; float4 Color : COLOR0; float LightingFactor : TEXCOORD0; float2 TextureCoords: TEXCOORD1; //texture2D Texture : TEXTURE; //TODO: Figure out how to change the texture used for the current vertex. }; struct PixelToFrame { float4 Color : COLOR0; }; float4x4 xView; float4x4 xProjection; float4x4 xWorld; float3 xLightDirection; float xAmbient; bool xEnableLighting; bool xShowNormals; //------- Texture Samplers -------- texture2D xTexture; SamplerState TextureSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D TerrainType; SamplerState TerrainTypeSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D Grass; SamplerState GrassSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D Rock; SamplerState RockSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D Sand; SamplerState SandSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D Snow; SamplerState SnowSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D Water; SamplerState WaterSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; //------- Technique: Textured -------- VertexToPixel TexturedVS(float4 inPos : POSITION, float3 inNormal : NORMAL, float2 inTexCoords : TEXCOORD0) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords; float3 Normal = normalize(mul(normalize(inNormal), xWorld)); Output.LightingFactor = 1; if (xEnableLighting) Output.LightingFactor = saturate(dot(Normal, -xLightDirection)); return Output; } PixelToFrame TexturedPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; float4 Color = TerrainType.Sample(TerrainTypeSampler, PSIn.TextureCoords); float4 GrassClr = float4(0, 255, 0, 255); float4 RockClr = float4(255, 0, 0, 255); float4 SandClr = float4(255, 255, 0, 255); float4 SnowClr = float4(255, 255, 255, 255); float4 WaterClr = float4(12, 0, 255, 255); float4 Diff = Color - GrassClr; if (!any(Diff)) Output.Color = tex2D(GrassSampler, PSIn.TextureCoords); Diff = Color - RockClr; if (!any(Diff)) Output.Color = tex2D(RockSampler, PSIn.TextureCoords); Diff = Color - SandClr; if(!any(Diff)) Output.Color = tex2D(SandSampler, PSIn.TextureCoords); Diff = Color - SnowClr; if(!any(Diff)) Output.Color = tex2D(SnowSampler, PSIn.TextureCoords); Diff = Color - WaterClr; if(!any(Diff)) Output.Color = tex2D(WaterSampler, PSIn.TextureCoords); Output.Color = tex2D(TextureSampler, PSIn.TextureCoords); Output.Color.rgb *= saturate(PSIn.LightingFactor + xAmbient); return Output; } technique Textured_2_0 { pass Pass0 { VertexShader = compile vs_4_0_level_9_1 TexturedVS(); PixelShader = compile ps_4_0_level_9_1 TexturedPS(); } } technique Textured { pass Pass0 { VertexShader = compile vs_4_0_level_9_1 TexturedVS(); PixelShader = compile ps_4_0_level_9_1 TexturedPS(); } } When I'm calling this, TerrainTypeSampler returns null! public void Draw() { Matrix WorldMatrix = Matrix.CreateTranslation(-m_TerrainWidth / 2.0f, 0, m_TerrainHeight / 2.0f); m_Effect.CurrentTechnique = m_Effect.Techniques["Textured"]; m_Effect.Parameters["TerrainTypeSampler"].SetValue(m_TerrainType); m_Effect.Parameters["GrassSampler"].SetValue(m_Grass); m_Effect.Parameters["RockSampler"].SetValue(m_Rock); m_Effect.Parameters["SandSampler"].SetValue(m_Sand); m_Effect.Parameters["SnowSampler"].SetValue(m_Snow); m_Effect.Parameters["WaterSampler"].SetValue(m_Water); //m_Effect.Parameters["TextureSampler"].SetValue(m_Grass); m_Effect.Parameters["xView"].SetValue(m_CController.View/*m_ViewMatrix*/); m_Effect.Parameters["xProjection"].SetValue(m_CController.Projection/*m_ProjectionMatrix*/); m_Effect.Parameters["xWorld"].SetValue(WorldMatrix/*Matrix.Identity*/); RasterizerState RS = new RasterizerState(); RS.CullMode = CullMode.None; RS.FillMode = FillMode.WireFrame; m_Device.RasterizerState = RS; m_Device.Clear(Color.CornflowerBlue); foreach (EffectPass Pass in m_Effect.CurrentTechnique.Passes) { Pass.Apply(); m_Device.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, m_Vertices, 0, m_Vertices.Length, m_Indices, 0, m_Indices.Length / 3, VertexPositionNormalTexture.VertexDeclaration); } } Please help!
  7. Hi, I want to start a team with the goal of creating a simple game this will be good project experience for working together The game can be 2d or 3d, might have multiple programmers I'm thinking a medieval/Egyptian theme fantasy possibly I will want one or two writers if needed, and we all may contribute to the storyline I think characters and dialogue can work really well-Zelda,Diablo,Neverwinter nights for example Looking for Artist Writer Musician Programmer Sound ok? My name's dougie If you're interested contact me here on the forum or email me: sound_of_solos@hotmail.com, but beware I might not see your email because my inbox is loaded. I'm a C++ programmer and I use Unreal Engine as my engine of choice so I'll be the project lead most likely
  8. Dimitris Georgantis

    Mystery Me Free to Play Mind Game

    Mystery Me Play now! For Free. This game is made by one person with only 1 year of self taught experience. Normally the game needed 2+ years of work to finish!! However I spent 8 months on the game and made something to see your thoughts on my try for something different in terms of how you progress in game and evolve based on your feedback.I don't get any money for that and it would be a pleasure that at the end of the day the game takes a lot of feedback so I will know where to improve and happily continue doing what I love. Download the Game Itchio:https://geo-games.itch.io/mystery-me Discord Server : https://discord.gg/yQ6Duwg Website : https://www.geogames.gr/ Facebook Page : https://www.facebook.com/Geo-Games-178252663129417/ Twitter : https://twitter.com/GeoGames14 Youtube : https://www.youtube.com/channel/UCjz48A Release Trailer:
  9. I have just released a new technical paper on a new framework for bump mapping. In my own opinion it presents a new and much more practical way to both manage and to think of bump mapping. It allows you to blend correctly across multiple normal maps across multiple sets of texture coordinates and can handle both tangent space as well as object space normal maps including the ability to adjust the bump intensity on object space normal maps as well as tangent space normal maps. Most applications store one tangent space precomputed per vertex which allows for tangent space normal maps used with one set of texture coordinates only and works primarily with rigid body meshes. Traditional vertex tangent space is supported by the framework but solutions for tangent space generated on the fly in the pixel shader are also provided. These are very well suited for additional sets of texture coordinates, procedural texture coordinates as well as for deformed meshes. Furthermore, the framework also allows you to blend correctly with bump maps defined on a volume such as decal projectors, triplanar projection and procedural noise functions. Yet another nice trick is "post resolve bump mapping" where we can bump map a surface and then rather than blending or adding contributions we can do a second round of bump mapping applied to the new virtual surface resulting from the first round of bump mapping. Good examples of this are detail normal mapping applied to a virtual surface after we have done Parallax Mapping/POM in the first round or alternatively triplanar projection applied to a surface that has already been normal mapped. https://mmikkelsen3d.blogspot.com/p/3d-graphics-papers.html
  10. Hey everyone, I have the following loop in my main shader which samples my shadow map with a 3x3 PCF grid to achieve anti-aliased shadows: int shadowFactor = 0; for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { float2 shadowSampleOffset = float2(x/ShadowMapSize, y/ShadowMapSize); if (tex2D(ShadowMapTextureSampler, projectedTextureCoordinatesLight + shadowSampleOffset).r < input.ProjectedPositionLight.z - 0.002f) { shadowFactor += 1; } } } float lightingCorrectionFactor = 1 - shadowFactor/9.0f; diffuseLightingFactor *= lightingCorrectionFactor; specularLightingFactor *= lightingCorrectionFactor; ...however, it always pushes the number of instructions up to the point where I normally need to use a higher shader model (in MonoGame, it causes me to go from the default 4_0_level_9_1 up to 4_0_level_9_3). Can anyone see a more obvious and efficient way to do the PCF operation? Thanks!
  11. Hi, I currently have Naive Surface Nets working in a Compute Shader and I'm using a Dictionary to load chunks around the player. Retrieving meshes from the Compute Shader back to the CPU and creating Unity collision meshes is causing a lot of stalling. I've decided to tackle this by implementing a LOD system. I've found the 0fps articles on simplifying isosurfaces to be a weath of information. After studying those and looking at the papers I've identified what I think are the two main directions for approaching LOD: Mesh Simplification and Geometry Clipmaps. I am aiming to get one or both of these working in a Compute Shader. This brings me to my questions: 1) I've seen a lot of feedback that Mesh Simplification is going to be too slow for realtime terrain editing, is there a consensus on this? Most algorithms appear to use the half-edge format but I can't find any information on efficiently converting an indexed mesh into half-edge mesh format. Can anyone provide an example? 2) Can the Geometry Clipmap approach work with 3D terrain as opposed to heightmaps? Would I need to store my chunks in Octrees to make it work? Are there any GPU implementation examples that don't work on heightmaps? Any advice to help me further focus my research would be much appreciated. Thanks.