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Found 210 results

  1. Hello everyone, I am in early development of an ARPG that is designed from the ground up to address some of the issues with existing ARPGs and provide some new features on top of that. You can read more about the project here: https://www.gamedev.net/projects/1614-natural-balance/ While this project is in its infancy, the initial goal is to produce a worthy demo to promote the game and seek funding. To do that, the project needs additional team members. Since this is posted in the hobby section, all positions are unpaid until funding can be obtained to move it out of hobby status. A strong passion for ARPGs is a HUGE bonus! Positions Needed: (in order of priority) Art Director - Leader for setting the direction of all of the art (2D & 3D) for the project; Demonstrable UE4 development experience is required for this position; it can also fill one or more of the art roles below Concept Artist(s) - Produce concept art UI Designer - Design, art, and creation of the UI elements; UE4 development experience is required for this position 3D Modeler(s) - rigging a bonus; UE4 experience a plus Level Designer - UE4 experience is preferred Technical Director - Leads the UE4 programming - Focus on C++, but Blueprint and backend (json, Node.js, MySQL) experience is a bonus; Demonstrable UE4 development experience is required for this position Creative Writer - Expand or improve the existing history and story elements Particle Effects Artist - Create particle effects; UE4 experience is preferred Programmer - UE4 development experience is required (C++ and blueprint) Marketing Director - Marketing and community management; Not currently needed, but accepting requests in case of interest NOTES: All positions must be able to speak / read English Able to use Discord for voice communications All art roles should provide a portfolio to be considered Additional details of the game will be provided to team members who are selected Any and all participation will be noted and credited Thank you for your time and consideration!
  2. Hello guys! (It's my first post here yay) So I'm working on a game recreation. Essentially I am porting over original environments/levels from an older game (TrackMania United Forever - 2008) to the latest game (ManiaPlanet). Both games are using the same engine, called GameBox. The newer game obviously has a more up-to-date version of the engine and thus more possibilities graphically. Anyway, I'm here with a kinda technical question. The rallye environment of the old game has a special technique to simulate grass. You can't find particles or generated grass meshes (only a few almost invisible layers of fake grass textures to make it look good from the bottom, but it doesn't matter). The green base texture still gives a similar effect. Once you zoom in, you notice that the texture has a really weird effect. To not write too much, here's a video demonstrating what I mean: https://streamable.com/u48mj So I want to reproduce exactly this (or a similar) effect in the new game. As I said, the engine is the same. Texturing in the new game works like this: _D.dds (DXT1) - Diffuse; _N.dds (DC3) - Normalmap; _S.dds - Specular (DXT5) texture with grayscales. I am only given the diffuse green texture (DXT1), called "GrassHH1Diff" and a 2nd texture called "GrassH01Height", which looks like a normal map using deep blue. I tried using these two textures in the new game together but obviously the effect does not exist there. Now I'm trying to achieve a similar "plastic" effect using the 3 possible textures (D, N, S), but I have no idea where to start from. Can I even reproduce it or is it more like a game based shader? No idea. Maybe you can help me. All I know is that a normalmap can have a lot of different effects if you experiment with the color channels. Maybe this is where I could start from. Thanks for your time! I'm looking forward to hearing from you. Flo
  3. Hi Fellow gamedevs, I've finished my third book on the 2D Shader Development series and wanted to share it with you. I'm eager to know what you think about it since, well, I made it for you. The book covers some of the techniques used to draw from scratch using shaders from basic line rendering using smoothstep to 2d signed distance fields to create shapes, also how to modify the uv sampling to get texture deformations and some animations discussing trigonometric functions. I feel these techniques are incredibly helpful on my daily game dev practice, and finally got to share them in this book. Here is the link to the Gumroad page with a 20% discount for gamdev.net users valid for the next 24 hours: https://gumroad.com/l/procedural-texture-manipulation/gamedevnet-launch-20 Please, let me know if you have any questions I'm here to help! Thanks for your support!
  4. Hello, I need help from pixel artists on a port of 1987 Capcom's Black Tiger/Dragon for NeoGeo and others retro platforms. What tasks are needed: phase 1: (original setup) - ripping of the original arcade sprites - re-coloring of sprites and tiles on a NeoGeo constraints basis (more colors available but tile based) - map editing (mainly entity posing and collisions) phase 2 (extended setup) - new sprites and maps designs and so on and so forth. For all of this custom engine and tools of my own are used. (see screenshots) As far as the project is for hobby *only* and as it is a tribute to this great game, money is out of concern here, Just to be clear about it ; once finished the project roms and binaries will be distributed freely into the wild. Please also note that this is *not* an open source project though. That's it, everyone that can handle any of the listed tasks can participate! Let me know, Ozzy.
  5. I am applying a 3D Voronoi pattern on a mesh. Using those loops, I am able to compute the cell position, an id and the distance. But I would like to compute a normal based on the generated pattern. How can I generate a normal or reorient the current normal based on this pattern and associated cells ? The aim is to provide a faced look for the mesh. Each cell's normal should point in the same direction and adjacent cells point in different directions. Those directions should be based on the original mesh normals, I don't want to totally break mesh normals and have those points in random directions. Here's how I generate the Voronoi pattern. float3 p = floor(position); float3 f = frac(position); float id = 0.0; float distance = 10.0; for (int k = -1; k <= 1; k++) { for (int j = -1; j <= 1; j++) { for (int i = -1; i <= 1; i++) { float3 cell = float3(float(i), float(j), float(k)); float3 random = hash3(p + cell); float3 r = cell - f + random * angleOffset; float d = dot(r, r); if (d < distance) { id = random; distance = d; cellPosition = cell + p; normal = ? } } } }
  6. 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.
  7. Hello everyone. I am a novice developer with some friends, and we are doing an MMORPG. I don't know if this is the category of my question. But I suppose if I want to solve it without having to modify my skinned clothes and make a lot of adapted versions of my skinned Clothes for each combination to not make the game too heavy. We have separated them by pieces: Helmet, Chest, Arms / Shoulders, Gloves, Legs and Boots. As in all games of this type, clothing can be combined in different ways. The problem we encounter is that, for example, when wearing pants that are not close to the skin with a higher boot, it may happen that the model of the pants intersects with that of the boot, and that it seems that they cross each other . The question is: Does anyone know any plug-in or video or script that solves in some way this problem of creating clothing sets avoiding these types of conflicts that may arise? The only thing that occurs to me is that the boot "cuts" the area of the pants it occupies, that is to say that it correctly conceals the part of the pants. Or any other method.
  8. Most people don’t think there are any games other than clickers or auto-play games on mobile. They would be wrong. It can be hard to find them, but there are actual skill-based games available. There aren’t many devs out there who would be brave enough to make a Souls-like on mobile, but fortunately for those of us who zone onto Souls-like games like Artorias’s hitbox zones into us, there is a studio that has done just that. It takes a certain type of crazy to invite comparisons to games like Let It Die or Dark Souls, but Latersoft took that challenge and has come out the other side with a respectable, stamina management, whiff punishing action game for your phone. Dark Prison is a third-person action RPG that is available for both Apple and Android devices. It’s a highly addictive Souls-like and has great reviews. The premise is pretty straightforward. You are the parent of a precocious little girl. A deadly virus has decimated the population and it just so happens that your kid has an immunity. Obviously, she needs to get kidnapped. A dangerous mercenary group called “The Apostles” have snatched her. As the parent of the year nominee that you are, you head to rescue your child from these mercenaries. There are also other survivors that you can rescue for more resources to use in your quest to save your child. Fight through the hordes of intelligent enemies, zombies, and massive boss monsters. If you are worried that you won’t be able to dodge roll around the bad guys and mess them up, the game is compatible with Xbox and PS4 controllers. The graphics are top-notch, even for a mobile, and they take advantage of their art style by giving you in-depth character creation. There’s also a giant loot pool for you to enjoy, much like Let It Die. Take your fashion Souls to the next level on your phone. Design your ultimate Souls-like original character, and load them up with epic gear. Take on the bosses in your fly clothes. Engage in PvP and flex on your enemies with your fly threads. There is a thing that all Souls-like games need, and if you don’t nail it, your Souls-like card gets revoked. Dark Prison has its card laminated and safely stored in their filing cabinet. The AI is going to give you no quarter, so be ready to bring your A-game. The bosses aren’t going to play around with you either, so get ready to “get gud” or be prepared to be turned into a red smear in the boss arena. If you don’t feel the PVE you can also drop into PVP sessions to see if you have what it takes to battle a human opponent. If you’re tired of match 3 games, tower defense games, base building games or mindless autoplay games, check out Dark Prison. It will keep you engaged with its skill-based gameplay. The story and dialogue are delightfully camp and will keep you coming back. There are tons of places in Dark Prison to explore, so grinding for good gear won’t become boring. No matter what device you rock, you’ll be able to pick up this title for free. Check it out on the Google Play Store, or the App Store. You won’t regret it. App Store: https://apps.apple.com/us/app/breakout-dark-prison-rescue/id1463530896 Google Play: https://play.google.com/store/apps/details?id=com.latersoft.darkprison
  9. Hi there, everyone! I am programing a tessellation shader in OpenGL which computes the quartic Walton-Meek's Gregory patch. I am searching for a local G1 method with good shading/visual results. So I am trying this patch. I didn't get good (visual/shading) results with PN-Triangles. I've just had my first result with this WM patch, which isn't good as well. Perhaps the normal I am calculating is wrong. I will attach the equations I am using to compute the normal. Please, take a look there as I couldn't write in TeX here (I don't know why). Basically, they are the Bernstein polynomial, Bernstein-Bezier triangle and its derivatives. Then, I actually compute it through normalizing the cross product between the derivatives. If you want to take a look at the shader code, here it is (the first one is the tessellation control shader and the second one is the tessellation evaluation shader): #version 430 core layout (vertices = 3) out; in VertOut { vec3 normal; } vertOut[]; out TescOut { vec3 p0; vec3 p1; vec3 p2; vec3 p3; vec3 g0; vec3 g1; vec3 n; } tescOut[]; void main() { const float kTessLevel = 12.0; gl_TessLevelOuter[gl_InvocationID] = kTessLevel; gl_TessLevelInner[0] = kTessLevel; vec3 p0 = tescOut[gl_InvocationID].p0 = gl_in[gl_InvocationID].gl_Position.xyz; vec3 n = tescOut[gl_InvocationID].n = vertOut[gl_InvocationID].normal; const int nextInvID = gl_InvocationID < 2 ? gl_InvocationID + 1 : 0; vec3 edge = gl_in[nextInvID].gl_Position.xyz - p0; vec3 nNext = vertOut[nextInvID].normal; float d = length(edge), a = dot(n, nNext); vec3 gama = edge / d; float a0 = dot(n, gama), a1 = dot(nNext, gama); float ro = 6.0 * (2.0 * a0 + a * a1)/(4.0 - a * a); float sigma = 6.0 * (2.0 * a1 + a * a0)/(4.0 - a * a); vec3 v[4] = vec3[4] ( p0, p0 + (d / 18.0) * (6.0 * gama - 2.0 * ro * n + sigma * nNext), gl_in[nextInvID].gl_Position.xyz - (d / 18.0) * (6.0 * gama + ro * n - 2.0 * sigma * nNext), edge = gl_in[nextInvID].gl_Position.xyz ); vec3 w[3] = vec3[3] ( v[1] - v[0], v[2] - v[1], v[3] - v[2] ); vec3 A[3] = vec3[3] ( cross(n, normalize(w[0])), vec3(0.0), cross(nNext, normalize(w[2])) ); A[1] = normalize(A[0] + A[2]); vec3 l[5] = vec3[5] ( v[0], 0.25 * (v[0] + 3.0 * v[1]), 0.25 * (2.0 * v[1] + 2.0 * v[2]), 0.25 * (3.0 * v[2] + v[3]), v[3] ); vec3 p1 = tescOut[gl_InvocationID].p1 = l[1]; vec3 p2 = tescOut[gl_InvocationID].p2 = l[2]; vec3 p3 = tescOut[gl_InvocationID].p3 = l[3]; barrier(); const int previousInvID = gl_InvocationID > 0 ? gl_InvocationID - 1 : 2; vec3 D[4] = vec3[4] ( tescOut[previousInvID].p3 - 0.5 * (p0 + p1), vec3(0.0), vec3(0.0), tescOut[nextInvID].p1 - 0.5 * (p3 + tescOut[nextInvID].p0) ); float mi[2] = float[2](dot(D[0], A[0]), dot(D[3], A[2])); float lambda[2] = float[2](dot(D[0], w[0])/dot(w[0], w[0]), dot(D[3], w[2])/dot(w[2], w[2])); tescOut[gl_InvocationID].g0 = 0.5 * (l[1] + l[2]) + (2.0/3.0) * (lambda[0] * w[1] + mi[0] * A[1]) + (1.0/3.0) * (lambda[1] * w[0] + mi[1] * A[0]); tescOut[gl_InvocationID].g1 = 0.5 * (l[2] + l[3]) + (1.0/3.0) * (lambda[0] * w[2] + mi[1] * A[2]) + (2.0/3.0) * (lambda[1] * w[1] + mi[1] * A[1]); } #version 430 core layout(triangles, equal_spacing, ccw) in; in TescOut { vec3 p0; vec3 p1; vec3 p2; vec3 p3; vec3 g0; vec3 g1; vec3 n; } tescOut[]; out TeseOut { vec3 normal; vec3 viewPosition; } teseOut; uniform mat4 mvp; uniform mat4 modelView; uniform mat4 normalMatrix; uniform bool isNormalLinearlyInterpolated; #define uvw gl_