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Found 62 results

  1. So, in real life, incoming dot normal at the silhouette is always 0. With smooth shaded meshes, it never is, not naturally, not outside of contrived situations. (Not with flat shaded meshes either, I guess.) And incoming dot normal is one of the bedrocks of CG. Probably the equal of 4x4 matrix multiplication. Problems with silhouette normals show up in Fresnel, in diffuse lighting, in environment mapping.... everywhere. But I can't really find anybody talking about it. (Maybe I'm not Googling the right terms.) Obviously, the problem decreases as poly count goes up, eventually reaching a point where it's dwarfed by other silhouette problems (like translucency or micro-occlusion) that CG doesn't handle well either. But, if I'm reasoning correctly, normal maps don't improve the problem-- they're as likely to exacerbate it as improve it, and the exacerbations are, aesthetically speaking, probably worse than the improvements are better. I've tried playing with crude fixes-- basically, rotating normals toward incoming by a percentage, or of course clamping incoming dot normal (like we all have to do) to prevent it from bending behind the mesh. Nothing I've tried looks good. I suppose the best option might be to rotate normals to perpendicular to incoming at the silhouette and then interpolate to the nearest inflection point of something like screen space depth to preserve curvature, but the math for how to do that is beyond me, and I'm not sure it would look any better. Or maybe, instead, somehow, adjust the drawn silhouette to match the silhouette defined by incoming dot normal? Not even sure how that would work, not if the normal was pointing away from incoming. I don't know-- is this a solvable problem? Has anyone tried other stuff and given up, pursued anything that was promising but too expensive, anything like that? Are there any papers I'm missing? It's really surprising to me that I can't find anyone else talking about this. (Apologies if I chose the wrong subforum for this. I considered art forums, but I felt that people frequenting the programming forums would have more to say on the subject.)
  2. 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 !
  3. Hi guys, do you know which of the game engines Unity/Unreal gets used by big companies and research centers for developing professional VR and AR applications e.g. for automotive engineering applications like Audi does, or in health care. Thanks for responses
  4. Hi everybody from Gamedev.net, Us, Xilvan Design is building 2D & 3D games in Blitz3D, we are now showing to you our kindly official gaming related pages. - The Xilvan Design Website - (please click on each links, download games & bookmark the pages): Lights of Dreams IV: Far Above the Clouds v14.17. Candy World II: Another Golden Bones v20.75. Candy Racing Cup: The Lillians Rallies v7.47. Candy World Adventures IV: The Mirages of Starfield v12.07. Candy to the Rescue IV: The Scepter of Thunders v15.07. Candy's Space Adventures: The Messages from the Lillians v25.47. Candy's Space Mysteries II: New Mission on the earth-likes Planets v15.17. -"Firstly, I removed many bugs caused by Noopy's Ball in Candy World II v20.75. In Candy to the Rescue IV v15.07 & Candy's Space Adventures v25.47, I've verified everything related to the Lighthouse, the Windmill & the great Trees. Now the ball appear at the respective place in front of Noopy or Candy. In Lights of Dreams v14.17 I fixed the turning of the character Xylvan & many more. Now the grass is lower in order to give a better monster visibility." -"Secondly, I fixed the turning around bug in every game, except in Lights of Dreams IV. In this one, every monsters have a new color. I fixed the side of every teleporting & pet switching during a game." -"Thirdly, I changed the installers of each games like Candy World II, Candy World Adventures IV, Candy to the Rescue IV & Candy Racing Cup. Now the logo in each games are showing in each step of the installation process. I finally got my Candy World Adventures IV v12.07 installer for all my fans. Our games are free for the moment!" -"Fourthly, I fixed the colors of the ambient lights, adjusted the starlight coming from Galaxies, now the dogs may Walk, Run, Jump, Fly together, Grab bones, Pastries, Golden Bones, Hearts, Crystals, attack with freesbies. In Candy's Space Adventures, I fixed the far away galaxies, the stars, the planets, all asteroids are present, comets may be destroyable just like the evil ufos. Around the planet, It may have sattellites & healing stations." -"Fifthly, I've found a new grass textures for my 3D games including Candy World II, Candy to the Rescue IV, Candy Racing Cup, Candy's Space Adventures, Candy's Space Mysteries II & Lights of Dreams IV. Now these game are playable & more challengeous." -"Sixtly, it will be possible to edit all the levels of the game since Candy World Adventures IV v10.07. All 28 levels and 8 more in the future. Now, Noopy will do more animation than in v9.47. In v10.37, I've also Added two more colors for the buttons: An Orange & a Yellow one. Since v11.07, the butterflies have more possibilities of colors. Now, the game is ready to be tested by you in v11.57, because, for the moment, the install work great." -"Sevently, I Want to continue Candy Racing Cup: The Lillians Rallies, then I've just changed the camera type. I want to add more circuits, characters & cars. Now, there's no more accident in the demo caused by collisions. The cloud may now change of lightening. I changed the cars' reflection of lights & added butterflies of all colors. In next versions, I want environment mapping applyed on the cars, maybe I'll add more worlds to explore, more cars & more characters." -"In conclusion, In the near future, I'm up to create a whole new Spatial Mode in Lights of Dreams V. New Space travel possibilities will be available before 2020 in our games. In v14.17, I changed the leaves around the colomns buildings. Now they're altmost all textured & visible all sides." Once more, here is my YouTube Channel, where we are showing Candy's & Lights of Dreams series. Each games is free to play for the moment! Now I have around 1223 subscribers! - My Youtube Channel - Hope you'll like our games, bookmark, downloads & watching our videos! Friendly, Xylvan, Xilvan Design.
  5. So. I was recently introduced to the world or RTS games. I think they are the best type of game in existence. Knowing so, I decided to try and make my own. With javascript. Using ZERO graphics libraries. Just plain ol' canvas and fill rect. 😉 My game is called WebRisk. (I had no other names). I've gotten to the point where mostly everything except the units work. The multiplayer works but the units just sit there. Oh and, I forgot to mention what units I have. RIflemen, Snipers, APCs, Tanks, Transport Helis, Attack Helis, and Fighter Jets. Can I get some pointers from you guys? Stuff like how the AI should work and stuff. Nothing too complicated though. I would share my code, but I'm 14 and I was told my code is hard for other to read/build on. 🤷‍♂️ You can email me here: noahgerardv@gmail.com And one last thing. I've had alot of people tell me that I'm shooting too far. I agree a bit, but I have way to much time on my hands and a stubborn mind. So please, dont try to convince me to not do it. Sorry if I sound demanding. Heres a link to the gfx I've made. http://webriskgfx--helixable.repl.co/ That doesn't include the snipers and the riflemen btw.
  6. thomedy

    R&D npc ai

    Okay i am building a super market game... and im developing the ai for my npc... i am thinking about the way that customers walk around a super market and it kinda has a fluid motion feel to it.... like they way they way in between aisles.. im very seriously considering writing a vector field for my my path where the customer (npc) can sense pivot points (end of aisle) and transition another thought i had was just an intuitive.. if you went right last time... go left this time walking the entirety of the supermarket and starting over i amg oing back and forth on this idea... what is the most realistic path and most efficient use of my memory
  7. Hello there, I am looking for code examples or a tutorial of context based steering behaviors. The "Game AI Pro" series gives an overview but no code implementation. It would be nice to see an example to help me along with my understanding of it. Any little bit of help is appreciated. Language does not matter to me just the code. Thanks in advance everyone!
  8. Hello guys, Please forgive me if I look flustered as I am trying to express what is in my mind in words and it may come out a little scrambled. I am writing a special version of tic tac toe to enhance my programming skills, especially in the AI side of things. The grid is 6 by 6. The player must form 5 lines in a row in order to win, same must apply to the opposing team. Right now the game is like 98% complete except when it comes to the AI. I have started writing my very first AI four days ago, I have done lots of bug fixes and debugging and the AI is at it's infancy. Right now it moves randomly and puts it randomly in the board...but it is not a smart AI. It is not smart enough to block my attempt from winning and it is not smart enough to form it's own lines to win and also not tactful enough to form line where it wins even if I attempt to block it in one side. I want to make my AI smart but beatable but at the same time smart enough to beat me. I want the AI to think much like the AI of chess or checker to think when it does it's move. Can someone help me in this please? How do I make an unpredictable AI but smart enough to make the game fun and challenging but not impossible or not too dumb either. I want the computer to take it's time..think of the best move for it to win and also blocks me from winning, but if it had a choice of winning and blocks me, it goes for winning, but also make a strategical move to attempt to win even if I blocked it from one end but also unpredictable. Like I do not want it to do the same moves again and again... Remember this is not an average tic tac toe it is a 6 by 6 so it have 36 grids to move about and you need to form five rows to win. CAN SOMEONE HELP ME ON THIS? THANKS IN ADVANCE!
  9. A very good day to you All, I hope you are doing Very Well, Please kindly see the attached code for a C# Program This C# Program will Load an External EXE Program into Memory This C# Program will then do a Function Call to Run that EXE Program that sits in Memory The External EXE Program is an Executable that sending Keypress to the Desktop It does nothing except sending out keypresses to the Desktop The Calling Function to Run the EXE From Memory is listed below //Execute the assembly exeAssembly.EntryPoint.Invoke(null, null); //no parameters Is there any way for me to call the above function as many times as I want so that I can keep on running the EXE from memory as many times as I want ? The below code works for the 1st call to run the EXE On the second call to run the EXE - The code returns an error message and is not able to proceed any further What I would like to be able to do is to 1) Load the EXE into Memory 2) Set it up in such a way where I can Call the Invoke Function as many times as I wish in order to Run the External Keypress Program as many times as I wish Is there any way to do this ? Secondly I would like for the external EXE program to be able to interact with all the surrounding applications that are running on the Windows Desktop This is because the external EXE program is actually a program that sends out keypresses I am calling and running this external EXE program multiple times in order to deliver multiple keypresses many many times over The keypresses are to interact with any Running APP that I have opened in the Windows desktop And thus I would like for this keypresses app to be able to affect and interact with all the apps on the Windows desktop How can I modify the code so that I can allow for this external EXE to be able to interact with all running desktop apps? Here is the code using System; using System.Collections.Generic; using System.Windows.Forms; //Needed using System.Reflection; using System.IO; namespace MemoryLauncher { static class Program { /// <summary> /// The main entry point for the application. /// </summary> [STAThread] static void Main() { RunInternalExe("x.exe"); } private static void RunInternalExe(string exeName) { //Get the current assembly Assembly assembly = Assembly.GetExecutingAssembly(); //Get the assembly's root name string rootName = assembly.GetName().Name; //Get the resource stream Stream resourceStream = assembly.GetManifestResourceStream(rootName + "." + exeName); //Verify the internal exe exists if (resourceStream == null) return; //Read the raw bytes of the resource byte[] resourcesBuffer = new byte[resourceStream.Length]; resourceStream.Read(resourcesBuffer, 0, resourcesBuffer.Length); resourceStream.Close(); //Load the bytes as an assembly Assembly exeAssembly = Assembly.Load(resourcesBuffer); //Execute the assembly exeAssembly.EntryPoint.Invoke(null, null); //no parameters } } }
  10. I have large vectors of triangles that make up a mesh for a given model. What I would like to do is find a way to iterate through the mesh looking for shared edges, then move on to the next triangle until I have searched every triangle in the mesh. The triangles are ordered in a vector as I read them from a file, but it may be that there's a better way to setup for this type of search. Can anyone point to some resources that would help me figure out how to find shared edges?
  11. Hi everyone here, Hope you just had a great day with writing something shining in 60FPS:) I've found a great talk about the GI solution from Global Illumination in Tom Clancy's The Division, a GDC talk given by Ubisoft's Nikolay Stefanov. Everything looks nice but I have some unsolvable questions that, what is the "surfel" he talked about and how to represent the "surfel"? So far as I searched around there are only some academic papers which look not so close to my problem domain, the "surfel" those papers talked about is using the point as the topology primitives rather than triangled mesh. Are these "surfel"s the same terminology and concept? From 10:55 he introduced that they "store an explicit surfel list each probe 'sees'", that literally same as storing the surfel list of the first ray casting results that from the probe to the certain directions (which he mentioned just a few minutes later). So far I have a similar probe capturing stage during the GI baking process in my engine, I would get a G-buffer cubemap at each probe's position with facing 6 coordinate axes. But what I stored in the cubemap is the rasterized texel data of the world position normal albedo and so on, which is bounded by the resolution of the cubemap. Even I could tag some kind of the surface ID during the asset creation to mimic "surfel", still, they won't be accurately transferred to the "explicit surfel list each probe 'sees'" if I keep doing the traditional cubemap works. Do I need to ray cast on CPU to get an accurate result? Thanks for any kinds of help.
  12. Hello everyone! I'm an IB student writing my extended essay in CS comparing Monte carlo tree search and minimax. For collecting my primary data, I wish to conduct a benchmark test on both these search techniques. For that I need to use a game that implements the monte carlo tree search and also has a version that implements minimax. Can someone please help me out and send the links of where I can find such an engine/game? Thank you!!
  13. Now that my real-time software renderer is almost complete after many years, I'm finding it difficult to research the current state-of-art in the area to compare performance. Most other software renderers I've found are either non-released hobby projects, slow emulations of GPUs with all their limitations or targeting very old CPUs from the 1990s. Best so far was a near-real-time CPU ray-tracing experiment by Intel around year 2004 ac. Feel free to share any progress you've made on the research subject or interesting real-time software renderers you've found. With real-time, I mean at least 60 FPS in a reasonable resolution for the intended purpose. With software, I mean no dependencies on Direct3D, OpenGL, OpenCL, Vulkan nor Metal.
  14. zfvesoljc

    R&D Trails

    I'm currently working on implementing a trail system and I have the basic stuff working. A moving object can specify a material, width, life time, and time based curves for evaluation of colour and width. For each trail point I generate two vertices, trail point is center, vertex A is offset "left" and vertex B is offset "right", half width each. A setting for minimum distance between two trail points determines how spread out they are. This works nice until width and turning angle are so "close" that one side of trail triangles starts overlapping and in case of additive shading causes ugly artefacts. So. I'm now playing with ideas on how to solve this: - do some vertex detection magic and check for overlapping, maybe discard overlapping vertices or move them close by - push both vertices on one side of trail, ie: A = point, B = point + width (instead of A = point + half_width, B = point - half_width), but I yet have to figure out how to detect that I need to do this And other solutions or tips? Forgot to mention, I'm doing mesh generation on cpu side.
  15. I'm learning light probes used for dynamic global illumination. I have a question regarding the placement of light probes, as based on most of the pictures I have seen, they seem to be placed uniformly in a grid. Is that a reasonable way for placement? I feel that more should be placed in corners than in the middle of an area. is there any research on light probe placement that minimize the overall data needed for rendering? this GDC talk http://twvideo01.ubm-us.net/o1/vault/gdc2012/slides/Programming%20Track/Cupisz_Robert_Light_Probe_Interpolation.pdf mentioned irregular placement on tetrahedrons and how to do interpolation. but it doesn't seem to say much about placement itself. this paper http://melancholytree.com/thesis.pdf mentioned that only one probe is needed in a convex shape, but I don't seem to see people do this, is it because this is only for static global illumination without moving objects? what's the the latest development in light probe placement?
  16. Hello dear AI folk! I picked up a passion for Game AI a while ago and I wanted to join a community for a while now. This seems to be the right place to get cozy. Now, for my bachelors degree, I am supposed to write a research essay (about 20 pages). I chose to title it "Comparing Approaches to Game AI imder Consideration of Gameplay Mechanics". In the essay I am making bold statements, concerning the state of related work in the field. I want to know, if it holds up to reality. And what better way to find out, than asking the community of said reality? Disclaimer: This is the first research paper I have ever done and it is work in progress. I feel that I suck at this. The main question is: Does the above statement hold up to reality? But please don't shy away from corrections or general advice. I would also like to share the completed work as soon as it is done, if anyone is interested. I am in dear need of some feedback, that I personally can grow by. Cheers
  17. thecheeselover

    Zone generation

    Subscribe to our subreddit to get all the updates from the team! I have integrated the zone separation with my implementation of the Marching Cubes algorithm. Now I have been working on zone generation. A level is separated in the following way : Shrink the zone map to exactly fit an integer number of Chunk2Ds, which are of 32² m². For each Chunk2D, analyse all zones inside its boundaries and determine all possible heights for Chunk3Ds, which are of 32³ m³. Imagine this as a three dimensional array as an hash map : we are trying to figure out all keys for Chunk3Ds for a given Chunk2D. Create and generate a Chunk3D for each height found. Execute the Marching Cubes algorithm to assemble the geometry for each Chunk3D. In our game, we want levels to look like and feel like a certain world. The first world we are creating is the savanna. Even though each Chunk3D is generated using 3D noise, I made a noise module to map 3D noises into the 2D to able to apply 2D perturbation to the terrain. I also tried some funkier procedural noises : An arch! The important thing with procedural generation, it's to have a certain level of control over it. With the new zone division system, I have achieved a minimum on that path for my game.