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Found 369 results

  1. I've been experimenting with my own n-body simulation for some time and I recently discovered how to optimize it for efficient multithreading and vectorization with the Intel compiler. It did exactly the same thing after making it multithreaded and scaled very well on my ancient i7 3820 (4.3GHz). Then I changed the interleaved xy coordinates to separate arrays for x and y to eliminate the strided loads to improve AVX scaling and copy the coordinates to an interleaved array for OpenTK to render as points. Now the physics is all wrong, the points form clumps that interact with each other but they are unusually dense and accelerate faster than they decelerate causing the clumps to randomly fly off into the distance and after several seconds I get a NaN where 2 points somehow occupy exactly the same x and y float coordinates. This is the C++ DLL: #include "PPC.h" #include <thread> static const float G = 0.0000001F; const int count = 4096; __declspec(align(64)) float pointsx[count]; __declspec(align(64)) float pointsy[count]; void SetData(float* x, float* y){ memcpy(pointsx, x, count * sizeof(float)); memcpy(pointsy, y, count * sizeof(float)); } void Compute(float* points, float* velx, float* vely, long pcount, float aspect, float zoom) { #pragma omp parallel for for (auto i = 0; i < count; ++i) { auto forcex = 0.0F; auto forcey = 0.0F; for (auto j = 0; j < count; ++j) { if(j == i)continue; const auto distx = pointsx[i] - pointsx[j]; const auto disty = pointsy[i] - pointsy[j]; //if(px != px) continue; //most efficient way to avoid a NaN failure const auto force = G / (distx * distx + disty * disty); forcex += distx * force; forcey += disty * force; } pointsx[i] += velx[i] -= forcex; pointsy[i] += vely[i] -= forcey; if (zoom != 1) { points[i * 2] = pointsx[i] * zoom / aspect; points[i * 2 + 1] = pointsy[i] * zoom; } else { points[i * 2] = pointsx[i] / aspect; points[i * 2 + 1] = pointsy[i]; } /*points[i * 2] = pointsx[i]; points[i * 2 + 1] = pointsy[i];*/ } } This is the relevant part of the C# OpenTK GameWindow: private void PhysicsLoop(){ while(true){ if(stop){ for(var i = 0; i < pcount; ++i) { velx[i] = vely[i] = 0F; } } if(reset){ reset = false; var r = new Random(); for(var i = 0; i < Startcount; ++i){ do{ pointsx[i] = (float)(r.NextDouble()*2.0F - 1.0F); pointsy[i] = (float)(r.NextDouble()*2.0F - 1.0F); } while(pointsx[i]*pointsx[i] + pointsy[i]*pointsy[i] > 1.0F); velx[i] = vely[i] = 0.0F; } NativeMethods.SetData(pointsx, pointsy); pcount = Startcount; buffersize = (IntPtr)(pcount*8); } are.WaitOne(); NativeMethods.Compute(points0, velx, vely, pcount, aspect, zoom); var pointstemp = points0; points0 = points1; points1 = pointstemp; are1.Set(); } } protected override void OnRenderFrame(FrameEventArgs e){ GL.Clear(ClearBufferMask.ColorBufferBit); GL.EnableVertexAttribArray(0); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); mre1.Wait(); are1.WaitOne(); GL.BufferData(BufferTarget.ArrayBuffer, buffersize, points1, BufferUsageHint.StaticDraw); are.Set(); GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 0, 0); GL.DrawArrays(PrimitiveType.Points, 0, pcount); GL.DisableVertexAttribArray(0); SwapBuffers(); } These are the array declarations: private const int Startcount = 4096; private readonly float[] pointsx = new float[Startcount]; private readonly float[] pointsy = new float[Startcount]; private float[] points0 = new float[Startcount*2]; private float[] points1 = new float[Startcount*2]; private readonly float[] velx = new float[Startcount]; private readonly float[] vely = new float[Startcount]; Edit 0: It seems that adding 3 zeros to G increases the accuracy of the simulation but I'm at a loss as to why its different without interleaved coordinates. Edit 1: I somehow achieved an 8.3x performance increase with AVX over scalar with the new code above!
  2. So I'm making a power up where the ball on the screen will hit a paddle and stop there, a hud element will pop up giving the player control to aim the ball's direction, and then the ball will launch when the hud element is released. I've never done anything like this before, the most I've done is simple health bars or menu's, and I'm having a hard time finding any info on how to do something like this. I've put an image below to show what I'm trying to do. If the arrow on the bottom is slide to the left or right, the arrow at the top indicating the direction the ball will launch will move accordingly. Any ideas on where to even start with this?
  3. BenchmarkNet is a console application for testing the reliable UDP networking solutions. Features: Asynchronous simulation of a large number of clients Stable under high loads Simple and flexible simulation setup Detailed session information Multi-process instances Supported networking libraries: ENet UNet LiteNetLib Lidgren MiniUDP Hazel Photon Neutrino DarkRift More information and source code on GitHub. You can find the latest benchmark results on the wiki page.
  4. Hi everyone! So, I have this rather complex Unity project, I've been working on for the past months. So I will try to narrow it down to only the most relevant parts. The game's core is pretty much your standard space sim, meaning you're flying your spacecraft through open space. To do that, I have a "Player" GameObject in the scene's root. The Player has a Rigidbody (3D) attached, and a simple box collider. And it has two child objects: One is the actual ship (incl. meshes, etc.) to be used for the simulation and outside camera views. The other is the cockpit (also containing meshes) to be rendered on top of the main camera's image by another camera. The ship is then moved by applying force (and torque) to the Rigidbody. So far, everything seemed to work smoothly. But I discovered, that if a coordinate exceeds about 20k on any axis, I get a very visible stutter/jitter in the cockpit. Will I really have to re-scale my whole game into miniature wonderland or did I overlook something? It might be important to note, that as soon as I get the jitter, I can make it worse by changing course in any direction. Also, returning to my starting point (thus, putting coords into "working parameters" again) won't cancel the jitter. Neither flying back nor setting the coords by script will help. Any idea will be much appreciated. Thank you very much
  5. Hello, This is actually my first post after being a lurker for quite some time here. For the last couple of days I try to get my head around the concept of Overwatch's multiplayer architecture after watching the GDC 2017 talks by Timothy Ford ("Overwatch Gameplay Architecture and Netcode") and Dan Reed ("Networking Scripted Weapons and Abilities in Overwatch"). ( I hope someone here has Vault Access :D) As usual with such complex systems Overwatch seems to combine different approaches to hide latency. Among others, the ones I am mostly interested in are, Command Frames and State Synchronization. I think I understood both concepts but I have problems adding them up. 1) Ford talks about the client being in the future by ~ half the RTT plus one command frame. This ensures that all commands sent from the client to the server tend to arrive when the server is actually at the tick referenced in the command. If that's correct my assumption would be the following: Server is at tick 1000. RTT is ~ 10 ticks -> around 10*16.6 ms. Client simulates tick 1005 and sends command associated with tick 1005. <5 ticks later> Server is at tick 1005 and received a client command. (maybe its already queued in a buffer). Server applies command and sends state for tick 1006 (State_N + Input_N = State_N=1). RTT might still be 10 ticks. Client simulates tick 1010. <5 ticks later> Server is at tick 1010... Client received State for tick 1005 and checks internal buffers for prediction. Does that really apply? Does the client really simulate half-rtt in the future? 2) How do I handle ticks at the start of the game? My network layer requires a timestamp to work and I'd use ticks in the main game loop. Do I have something like a grace period until the client can calculate the required ticks to move to the future (by calling simulation.Tick(1/60f) for the number of ticks to be in the future)? 3) If I run the simulation at 60Hz and the network layer at say 20Hz. Do I have 60 Inputs that I send from Client to Server or 20? I know, this is somewhat similar to other questions in this forum, but I feel like this particular talk has never been discussed? Cheers, poettlr
  6. ShrimpAllergy

    C# C# Scripting: Help!

    Hello! I'm a student in a Game Design class, and I need help with a primitive game that's due tonight. It's my first time using vectors, Dot products, and 3D space. The object of the game is simply to sneak past the NPC and reach the goal without being spotted. I'm currently writing script for the NPC, which I intend to have a "cone" of vision, as well as a maximum visibility distance. I've worked out distance with relative ease, but I haven't figured out how to create a field of view for the NPC to spot the player within. I need help with a solution for this mechanic. I'm not intending for anyone to solve it for me, but I've hit a wall, and am at the point where I cannot complete this without asking for help. I'm building in Unity. Any feedback is GREATLY appreciated.
  7. Hey there, I am having this huge Issue that I thought I can avoid, but I missed the part of deserialization. So I was never a big fan of this approach but what we do is to collect all savegame data in one big class called SavegameDataBase. To store it, it is serialized into JSON. First I'd like to know what you think of this approach in general as this is new grounds to me. But the main issue is backward compatability, it seems to be impossible. There are so many savedata classes nested into each other that when changing just one we'd have to make new versions of all their parents at least and handle convertion. Doing it manually sounds crazy. We already invested some time into this system but it is not too late to change it as some level of backward compatability is necessary. The game is reconstructing the state by using Factory classes and each manager/controller class recieves the savegame data to apply data. The only idea I have is if somehow we can make a process that makes copies of each savevgame data class and stores them in a new .cs file, not yet linked to the project. Then it would rename all of the original ones (just like in VS with renaming everywhere where it is being used) and increment the number in the suffix, like from SavegameDataBase23 to SavegameDataBase24. It also automatically has to make conversion methods from the 23 version to the 24 version. Then we can make changes from that. We would end up with a lot of classes and especially unecessary versions, but we could delete the old classes and conversion methods simply by deleting the cs file. That is at least what has to be done manually and it is impossible. Is that even doable? Programming is not my main disciplin I see now how what a charm database migration is for web developers. Does anyone have ideas?
  8. Hello~ I've been Developing an Indie Game for about 2 Months now; that is rather close to being a 2D Version of StarCraft 2; you can read about all of the differences from SC2 at the Link near the bottom of the Page. At the Top of the Page in the Link, there are 4 other Links; these can help you get a FULL Understanding of what the Project is; as well as allow you to view its' Progress, and Join the Dev-Team if you should so wish via the Discord. Any people who are considering joining, please know that I understand that you may be busy with other priorities, and I entirely understand; I don't wish to take your time from that, I'd be happy with only as much time as you feel you can spare as I know that this is a daunting Project and that levels of commitment across Members of the Team will vary. While this is starting out as a Hobby Project, I genuinely dont hope that it will forever remain that way. I'm here working on this to kick-start my Career with Design, while getting some much needed experience in the process, so that I can be better when I go to school. Hiring: The Dev-Team is looking for both Artists and Coders, I feel as though we can wait awhile before looking for any Composers simply due to the fact that the game is in a very early state and there just wouldn't be a lot of Sounds to make so far; but I'm open to it if some Composers want to join. For the Current Game Files, they are intended to be interpreted as the Core of the Game; as the Test Phase is only supposed to create a very limited working Version of the Game, most of the Images will have been revamped by the time that Alpha arrives. Artists: I understand that each Artist will have their own Art Style; infact, I'm counting on it. I believe that as many Art Styles as possible would make the game feel really special. Coders: While the Game may be capable of being Coded in C#; I'm entirely open to it also being coded in Java at the same time. Currently, we are working on creating a Program to allow us to link multiple pictures together into one file, all the while attaching custom variables to each image in the file; so that our Coders can easier work with the Images. Link: https://docs.google.com/document/d/1Dbk3adJNoka4B_q6wWJTVi4v7yKsE54uJopoB26Az80/edit?usp=sharing Thank you for your consideration, have a splendid day.
  9. Hey, me and my team participated in a local game jam last month, we'd love if you could give us some feedback on it! Also, we're just one place behind in the regional ranking of the game jam, and if you guys could vote on us we'll be able to go to the finals, which will happen in 2 months o/ The game is free and playable in the browser: https://bit.ly/VoteForAgatha We plan on improving this game to do an official launch later this year, so any feedback will be really appreciated! Aaand we'd be specially grateful if you could leave a rating on the jam page, the voting ends today 🙃 Agathas-Escape-Vitoria-2-Set-2018.mp4
  10. [REV-SHARE] [HOBBY] Looking for: - 3D Character Designer - 3D Map Designer - 3D Animator Payment Method: The game will be on steam for about $24.99,- and everyone except me will share 20% together every month. Screenshots: https://imgur.com/a/0og3qZp Description: From amnesia to insomnia, Alan Black risks his life by wearing a gas mask with deadly side-effects to make him able to find his daughter, family and his worst enemy Genres: Horror, Fantasy, Drama NOTE: We've already got two 3D character and map designers, although I feel like we need to keep it going faster, and we also need good animators for the game. Finally: If you are interested in the offer, please go to my gmail: spasovicilija@gmail.com or my discord account: ⎝The Arm⎠#4531
  11. Hi, We're currently looking to recruit a programmer to help us build out the remainder of our game, MATCHINO, for Android and iOS. Matchino is a match-3 game, utilizing elements of poker and casino gaming, in real life cities and towns throughout America. Our team is serious about putting out a polished, professional game. While we learn about the development process (it's been an eye-opener thus far), we also receive a portion of the profit share from in-game purchases and ads (using strategies designed to maximize revenue). Programming-wise we have the following set up: Facebook to accept player logins and store player save data, working game board mechanics, end-game process, startup screen, loading, menu UIs, and first 20 levels complete. We're gearing up to complete a demo for experience testing and for release within the next 2-3 months. We want to move on from this project to develop earth-shattering games, but we knew we needed to start small and gradually work up to that. Everything legal is in order, we're an LLC, we have a website/Facebook presence, contracts, etc. We just need some more help. If you're interested please PM or email me at sam.azzarano@emmersionstudios.com (or visit our website at www.emmersionstudios.com) Thank you!
  12. Hi - I'm a game designer, artist, and game content creator who's been working in the industry on/off for many years. My work has been primarily on PC and mobile puzzle and action games (Here's an oooold article: https://www.gamasutra.com/view/feature/130053/breaking_down_breakout_system_and_.php) I've decided to develop one of my prototypes into a game. Closest description would be a mashup of Mario Brothers, Mount Your Friends and Cut the Rope. Single or local multiplayer. Unity 2D. When I began this project in my spare time a few years ago, it was a series of paper and visual prototypes and there were many unknowns. Since then I've been lucky enough to have pitched the design to a university game incubator in 2017 and have it accepted and developed as a capstone project through Fall/Spring semesters (won best-project award). This has reduced the unknowns dramatically. I've also refined and evolved the theme and art style. Thus my decision to proceed with developing the prototype into a game. I've done level scripting in Lua and Objective C, but I don't really have the coding chops to proceed on my own. Thus I'm looking for an experienced developer with numerous games and prototypes under their belt (bonus points for "2D physics-thing" prototypes and games). Ideally several years of Unity C# work. Ideally based in the U.S. since I'm on the east coast. This would be a variable amount of revenue share based on contribution (anything from: 4-16 hours per week for a ~12 month duration). If you're local, there's the possibility of other types of compensation as well (free meals, computer test equipment, etc). I estimate project completion Sep-Dec 2019. I'll provide A TON of specifics for serious inquiries in the form of a brief screenshare walkthrough and short design pitchbook. Start would be in early September. ***Please message me on gamedev.net*** ***Please include the usual details required to determine qualifications/experience*** ***Please be over 18*** THANKS FOR READING!
  13. As it is my first post in this forum, I want to say hello to everyone. Firstly I will tell what I want to acheive, then I will provide some example. So, I'm writing game in c# using MonoGame Framework and my own ECS. It's first time when I try to implement multiplayer feature. In my ECS every system is run one by one and order of systems is important. So I tough that the easiest way to implement networking, will be to receive packets asynchronously and group them together every frame. When client system would be executed every packet, which was collected since last frame would be read and used to update game state. But I don't have experience in asynchronous programming, so it's hard for me to combine asynchronous and synchronous part. Note, it's not my real production code, only example. using System.Collections.Generic; using System.Linq; using System.Net.Sockets; using System.Threading.Tasks; public class ReceiveServerData { private IList<byte[]> LocalPackets; private IList<byte[]> GlobalPackets; public ReceiveServerData(IList<byte[]> globalPackets) { GlobalPackets = globalPackets; LocalPackets = new List<byte[]>(); Init(); } public void Init() { Task.Run(async () => { using (var udpClient = new UdpClient(11000)) { while (true) { var result = await udpClient.ReceiveAsync(); LocalPackets.Add(result.Buffer); } } }); } public void Update() { GlobalPackets.Clear(); //-----Can this process be interrupted, by ReceiveAsync? ---- var localCopy = LocalPackets.ToList(); LocalPackets.Clear(); //----- If yes some packets may be lost due to poor design? foreach(var packet in localCopy) { GlobalPackets.Add(packet); } } } My problem with this code, is that, if I understand correctly, asynchronous code can be executed in any moment, so if the process of rewriting local packets to global packets will be interrupted, packets which was received during this interruption will be lost. I know that when using UDP I should expect some packets to be lost, but here packets will be lost not due to some network problem but because of how code is designed. For me it's indication that something is wrong with my code and design. Also, I use Global packets so every other system after this one, is safe to use GlobalPackets because they will not change until next synchronous update. Note 2, I want to keep things simple, I'm making this game as a learning experience and I don't want to bother my head with complex network design patterns. Firstly, I want to make it work
  14. Guys, if I measure the width and height of each line in a gap buffer (lines are delineated by \n), what would be the formula for finding the X and Y coordinate of any given character in that gap buffer? Something like so: /// <summary> /// Returns the position of any given character in m_Text. /// </summary> /// <param name="CharacterIndex">The index of the character.</param> /// <returns>THe position of the character indexed by <paramref name="CharacterIndex"/></returns> private Vector2 CharaterPosition(int CharacterIndex) { }
  15. Tape_Worm

    Gorgon v3 – Animation

    I got the rework of the animation system for v3 done and up on the git hubs. Naturally, I took this awesome video of it. It’s a music video. But not just any music video. A very bad, cheesy 80’s music video (the best kind). Of course, the music is metal \m/ (done, very poorly, by yours truly). Anyway, that’s all. View the full article
  16. Hello, I made a directional light with diffuse. Now If I rotate my camera I see changes. Some parts naturally becomes darker. I did not pass parameters from variables I directly put them to see if that works. My problem, if I rotate or move cam I see changes but if I rotate or move mesh I cant see changes. What should I add to see the differences when mesh rotated ? Texture2D ShaderTexture : register(t0); Texture2D ShaderTextureNormal : register(t1); SamplerState Sampler : register(s0); cbuffer CBufferPerFrame{ float4 AmbientColor = float4(1.0f,1.0f,1.0f,0.0f); float4 LightColor = float4(1.0f,1.0f,1.0f,1.0f); float3 lightDirection = float3(0.0f,0.0f,-1.0f); } cbuffer CBufferPerObject{ float4x4 worldViewProj; float4x4 world; } struct VS_IN { float4 pos : POSITION; float3 normal : NORMAL; // Normal - for lighting float4 col : COLOR; float2 TextureUV: TEXCOORD0; // Texture UV coordinate }; struct PS_IN { float4 pos : SV_POSITION; float4 col : COLOR; float2 TextureUV: TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float3 lightDirection:LIGHT; float3 WorldPos:POSITION1; }; PS_IN VS( VS_IN input ) { PS_IN output = (PS_IN)0; output.pos = mul(input.pos, worldViewProj); output.col = 1.0f-((input.pos.w /* * input.col*/) / (input.pos.z /* *input.col*/)); output.TextureUV = input.TextureUV; output.normal = normalize(mul(float4(input.normal,0), world).xyz); output.lightDirection=float3(0.0f,0.0f,-1.0f); output.tangent = CalculateTangent(input.normal); output.col = input.col; output.WorldPos = mul( input.pos, world ); return output; } float4 PS( PS_IN input ) : SV_Target { float3 sampledNormal = (2*ShaderTextureNormal.Sample(Sampler,input.TextureUV).xyz) - 1.0f; float3x3 tbn = float3x3(input.tangent, input.binormal, input.normal); sampledNormal = mul(sampledNormal, tbn); float4 N = ShaderTextureNormal.Sample(Sampler, input.TextureUV)*2.0f-1.0f; float4 D = ShaderTexture.Sample(Sampler, input.TextureUV); float3 lightDirection = normalize(-1*input.lightDirection); float n_dot_1 = dot (lightDirection, input.normal); float3 ambient = D.rgb * float3(1.0f,1.0f,1.0f) * 0; float3 diffuse=(float3)0; if( N.x == -1 && N.y == -1 && N.z == -1 && N.w == -1) { //HERE if(n_dot_1>0){ diffuse = D.rgb* float3(1,1,1) * 1 * n_dot_1; } input.col.rgb=(ambient+ diffuse); input.col.a = D.a; } else { //Not used for now. //input.col = saturate(dot(N,input.lightDirection)); } return input.col; }
  17. I am developing a 2D UI in unity. I have developed a scroll-able list of buttons in which the buttons are intractable. What I am trying to achieve is to have a sub list of items for each button of the scroll able list. In essence, have buttons in the scroll able list that toggle a sub-list to being visible/hidden. Upon clicking a button the sub-list should appear vertically below the button that was pressed. When the sub list appears the buttons below the sub list should move negative in the vertical axis so that the sub list doesn't get covered/overlayed by the other buttons that make up the scroll able list. I have broken down what I am trying to achieve below. - Developing a 2D UI that has a scroll able list of buttons - Each button toggles a sub list visible/hiddenn that drops down below the button pressed - Upon the list dropping down the buttons below the sub list should move negatively in the vertical axis so that the sub list items are not covered/overlayed by the buttons below the one clicked/pressed. I have attached 2 images that show part of what I have done so far. If you have any questions do please let me know.
  18. I'm working on spawning several balls in the same location and shooting them all outward randomly within a certain angle. I need to know how I can spawn the balls in the same spot though without them hitting each other. I need them to hit everything else except other balls. Is there a way to do this?
  19. I am developing a 3D interactive mobile Game in Unity3d and am trying to implement a first person camera controller. I have done much research into first person camera controllers, but I can't seem to find the ideal set up. I am trying to develop a first person camera controller that can be used on touch devices. The inputs from the user would have to come from the user swiping, pinching etc rather than using a UI joystick. I have seen first person camera controllers that make use of UI joysticks but this isn't what I am looking for. - First person camera controller - touch device friendly - responds to gestures from user such as swiping and pinching. I am unsure what to do right now???
  20. Hey, I've created an array of lists public List<Cube> [] cubes; This array contains a whole map of cubes compressed with RLE (Run-length encoding) to save memory and I'm wondering is it thread safe to resize a single List inside that array while there is only one thread editing that particular list but multiple threads editing other lists inside the same array?
  21. 3D Artists And Unity Programmers For Doom Like Shooter Game:ROGUE Studio:Rebound Entertainment Current Team:3 Payment:Rev-Share Or Kickstarter Programming Requirements: - Must Know And Have Experience With Unity And Know C# - Must Be Able To Spend 5 To 12 hours a week on the project - Must Be Older Than 15 3D Artist Requirements: - Be Able To Model, Animate, Create 3D Monsters And Characters Or Rig (Must Have at least one of these) - Must Be Able To Spend 5 To 12 hours a week on the project - Must Be Older Than 15 Project Description: You are on the ESL (The Elementary Space Lab). You wake not knowing what has happened, you soon learn that a experimental AI Has gone rogue and created beasts and monsters to kill anything in its path. Now, you know what your mission is. If You Are Interested DM Me on discord at thathuman44#4207 or email me at oneriot3@gmail.com
  22. This Week Hello everyone! This week was an exciting one. Lots of things were fixed, improved and implemented. I found 2 experienced 3D artists who will be helping me along the way. I guess I can say I'm part of a team now It seems that I learn something new everyday just by talking to them, which is great! New Workflow To improve my productivity I decided to start making a TODO list with post-it notes stuck to my wardrobe doors. On one side there are things which need to be done, and on the other are things which I have alreadydone. It is really satisfying to move the notes from one side to another And it makes it easier for me to remember what things I've done each week, so I can write them in the blog. 3D Artists Recently I've found two 3D artists who agreed to work on the game. They've got some awesome ideas and in the coming weeks the game should start to look pretty great. Here's what one of the artists already started working on (construction yard vehicle): This will be a prop for the construction yard themed levels. There will be 4 themes total: airport, construction yard, prison yard, and parking lot. Each theme/scene will have props, ground textures and everything else related to that specific environment. This is how the each cell on the floor will look like. It will be animated, and the turrets will rise from beneath these doors: Currently one of the artist is working on ground textures, walls and environments in general, and another artist should soon begin working on turrets. New turret: Progress With The Game So as I mentioned before this week I've done lots of things which include: Implemented smooth (lerped) camera movement Implemented support for multiple enemy routes (with multiple entry and exit points) Added non-bomber air enemies Improved information displayed on UI (Upgrade menus, bottom panel) Limited deltaTime's maximum value Added fast forward button Added text telling what will be the next wave Multiple routes shown by the black/brown markings on the floor. Price is now shown at the bottom panel without the need to hover over the turret button. Text of the type of the turret is now highlighted: That is everything for today, see you next week!
  23. Jaap85

    Attribute balancing

    Hi everyone, I am creating a turn-based game about cycling, where players compete to reach the finish line first. All players have a different strength (which determines their dice roll) and several (12) attributes, which determine the bonuses to add to their dice roll. I have thought out the system and implemented it last week. Of course it does not feel completely balanced yet, so i tried to do some testing to balance it, however, i have never done this before and have no idea if i am doing it in an efficient way. I documented my efforts in a blog post (link). I would be very happy to hear your thoughts on them and any suggestions to improve this process (or better define the final goal it should have). Hopefully the Math forum is the right forum for this. Thanks in advance!
  24. How do I do title in C#? Conceptually I am thinking when an event occurs in a game, it will trigger a bunch of things watching for said occurance. Example: in a card game, I have a unit that has "whenever you play a unit this gains +1/+1". SO when I play a unit, a method in this card will get called giving it +1/+1; When researching events however, i learned that you have to subscribe to the publisher of the event (correct me if I am wrong) but this defeats the purpose?? I don't know when or where the event will come from is the issue. is there an alternate way of doing this? Or is my understanding how events work incorrect?
  25. Since my last update, i have implemented most of the attributes in Cycling - The board game. Quick recap: the game is about getting to the finish line first. Each turn, each player rolls a dice (D6) and moves the amount of squares. The odds of the dice are rigged based on the player's strength (higher strength = better odds). Next to the dice roll the player can gain bonuses to move additional squares. These bonuses are based on their attributes (which can range from 1 - 20). Now that i have implemented them, i have to check if they add fun to the game. Fun is of course hard to measure, but what i am aiming for mostly is balance between the different elements. For example, if one attribute is much more important than others, the others are irrelevant. To test them, i left my computer running for a night and simulate over 600 different races with different AI players (with every time different attributes and strength). I now had a lot of data points to analyse with. I decided to use a multiple regression analysis, where i analysed the impact of the strength and all the different attributes on the outcome of the race. This led to the following results: R-squared: 0.43 Coefficient of different attributes Strength -4,59 Climbing -3,60 SoloRiding -3,06 GroupTechnique -3,04 Flair -1,57 Sprinting -0,93 Restoration -0,84 Starting Position -0,73 Determination -0,51 Composure -0,36 Luck 0,12 Conclusions This stuff really makes me feel like a nerd, which is nice 😉 The R squared means that more than half of the results are not explained by this model The fact that all attributes are negative is correct (the higher the attribute, the lower your total final time) The attribute luck has a different sign, which basically means that a lower attribute is better (although the coefficient is very small, so technically it means that it is not relevant) Strength is more important than all the different attributes Climbing, solo riding and group technique are most important Composure and determination hardly matter at all I am somewhat happy with these outcomes, but find it difficult to determine my final goal here. I think it is not a good idea to have all attributes at (roughly) the same value, since then it won't matter which one you improve at all. On the other hand, an extremely large difference between attributes, means that your strategy should be to simply focus on the best attributes, which is also technically not really fun. For now, my next move will be to make the lowest three attributes somewhat more influential so that they matter more. When that is done, i am just going to continue playtesting manually and get a feeling for how the game is running. At that point i will also upload a new version, so i can (hopefully) get some feedback on the game itself. In the meantime, please feel free to try out the game yourself (link) or even better, let me know what your ideas would be to further balance the game. Thank you once again for reading!
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