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Found 60 results

1. ## Generate floor plan with trees/graphs

Hi, guys! I have a rather abstract question, because I don't know which side to approach to its solution. So, I would appreciate any information. I have a task to create a simple game that generates floor plans and I following by this perfect algorithm (https://www.hindawi.com/journals/ijcgt/2010/624817/). At the moment I use squarified treemaps (http://www.win.tue.nl/~vanwijk/stm.pdf) and here no problems. I create nested array in which elements are rooms with size. Problems starts when I trying to represent generated "rooms" as edges and vertexes (a, b, c, d steps in attached picture) That representation can give me access to this elements as special "entities" in future game versions. I don't have skills in graphs (and do I need graphs?) and at the moment totally stucked at this step. How can I represent room walls as trees (or graphs?) at this step? Calculate size of squares (rooms) and convert sides to a vectors? Then in loop find shared vectors (same position by "x" or "y") and determine them as shared walls? The instinct tells me that there exist more elegant and efficient ways. Anyway, thanks for any information about this.

3. ## Marching Cubes and Dual Contouring Tutorial

I've put together some tutorials that explain the ideas behind Marching Cubes and Dual Contouring. Maybe it'll be useful to some of the forum-goers. Marching Cubes 2d Marching Cubes 3d Dual Contouring Each tutorial comes with sample code in Python. Let me know what you think. This is the first time I've written a tutorial, but may do more if people want them.

6. ## How to impl a drm scheme?

Resources about how to implementing DIY DRM scheme on the web are limited. Requirements: Convenience and not annoying for the User User account for update and online features Watermarks Product key Code obfuscation Respect fair dealing Other such things: Easter egg, Trading Cards, Stats, Achievements, Modding, Leaderboards, and Unlockables. Any resources? ( some links, articles, posts, books, tips or best practices)
7. ## General Ready Player One ARG

The search for intelligent individuals has begun. Are you ready for the first step, PLAYER ONE? Sometimes, it's easier to find what you're looking for if it comes looking for you. The first clue is hidden within this GIF . Can you find the pattern? Can you crack it? Find it, and it will lead you on the road to finding us. We look forward to meeting the few that will make it all the way through. Good luck. #decipher #cryptography #steganography #geek #puzzle #crypto #readyplayerone #outguess #cicada 3301

9. ## centroid from vertices

please any know how can i' calculate the centroid from any number vertices
10. ## Lore in a game. Why are we fighting?

I have an idea about a modern-day war game, where players build up their base and attack other players. What I was unsure of was if a game like that needs a back story, a reason why everyone is fighting each other. So what do you think? Should a game with base building and PVP need a backstory? If so, what are some appealing ideas? Why is the world at world? How do new players coming into the game change the story at hand? If at all? Will there ever be a single victor? If so, what happens then? Let us have a discussion...
11. ## NPC in the rankings

How do you feel about having computer controlled players holding a place in the top 100 list? In a competitive game I am thinking about, players can combat each other to grow their character as well as fight computer controlled characters. But when the players look at the rankings, should they NPC accounts be included. Without the NPC in the rankings, you could see that you are ranked #19, the player in #18 place is stronger than you by 5 levels, but when you go to fight the other characters that are your level, you cannot see #18 because he is too strong, so all you fight are the NPC and players weaker than you but with in your attack range. This could be misleading to the player as they feel they are stronger than they really are. And with NPC accounts in the rankings, player can really see how they rank up to other accounts that are as strong as them. They can see how many accounts stand between them and the next rank. On a side note, some NPC accounts are marked as NPC while others are not.
12. ## Starting in Videogame Music

Hi there! Well, as the subject describes itself. I would like to start in videogame music and composition. I do know some Music Theory and have some notions on how to play the piano, and also in my Degree we have some subjects refered to Sound and Music, but I would like to go a little bit deeper. Anyway, I'd like to know if it there is any site, course, or bibliography refered to all of this, even if it starts from the basic of the basics. Also would be interesting if it is there any good reference to study all the software related to the theme. It would be great if anyone could give me some advice, because now I am a little bit lost. Thank you!

14. ## Questions about F2P business model and game development

Dear game developers – I'm currently working on my graduation work. As part of my bachelor thesis at Bremerhaven University of Applied Sciences, I examine to what extent the F2P business model can influence the long-term competitiveness of games. The Work focuses mainly on MMO games because of their long lifespan. Part of the work relates to developers and the impact of the F2P business model on them and their decisions when developing games. I have created six short questions that will help me to better understand this influence. The questions mainly relate to business and publishing sides of game development. I would like to ask you, if some of the developers here could answer these questions. Those of you who are interested, please send me a private message until March 16th and I will get to you with further details as soon as possible. Your contribution is greatly appreciated and it will help me to improve my thesis. Thank you
15. ## MMO Design Theory

When designing a game I've found that whatever the genre it can be boiled down to one thing: designing meaningful progress for the player. It sometimes seems that the MMO genre is too complex to break down in such a way but in general terms, the design seems to be about progression in key areas like Character, Exploration, Crafting, Combat, Travel, and Community. What do you think is a necessary part of an MMO's design? How would you design features for one if you were focused on increasing the player base and retaining them? What factors are especially important to consider in the design process?
16. ## Parameters of physically based Material in UE4?

Hi, I'm currently studying physically based shading in UE4 described in Real Shading in Unreal Engine 4. In the notes, the Material has 4 basic properties: BaseColor, Metallic, Roughness and Cavity. Here is their BRDF model in use: The use of roughness is clearly clarified, and I guess BaseColor is referred as $$c_{diff}$$c_diff in the diffuse component. Then anyone knows how Metallic and Cavity is implemented in UE4? Exact fragments in the source code of the engine would be the best. Thanks a lot!!

19. ## Learning from Doom

After viewing What We Can Learn From Doom, I wondered how I could transpose those ideas to my shooter game. The action in D.O.T takes place with the succesion of enemy waves. The different waves are designed to either provide challenge or make the player learn something about the enemies behaviours. If you don't clean the wave fast enough, another one appears and you could easily get overflooded. Each Doom unit has very distinct characteristics that differenciate it from the others. That's part of what makes the experience so rich and joyful. The zombie man has a hitscan weapon and is quite hard to transpose to D.O.T. The player has only one health point which nearly prohibit the use of hitscan weaponery. I replaced it by a wanderer hexagon that just moves on the screen without caring about the player. He is as ennoying as the zombie man which is its main purpose. The imp fire bullets and moves quite slowly toward the player. It exists to force the player to move to avoid bullets. It's perfect for my game where it takes the form of a green gunner triangle that tracks the player and force him to keep moving. The demon hunts the player and do melee damage. In D.O.T., the chaser donut moves fast to the player and kills him instantly. The yellow speeders appear in packs of at least 5 and move very quickly in straight line. Just like Doom's lost souls does. The hollow sniper cube incarnates the cocademon. It stays back and fires a nearly constant flow of bullets. You'd better kill it quickly or prepare to die. To add more precision, it targets the direction you're heading. Deadly! The little red bugs are enemies coming in flock chasing the player. It doesn't move directly to the player. It kinda orbitate around the player to kill it. Just like the speeders, they appear in their own waves; without any other enemy. It provides a short time of relief just before adding more tension when you see all those bugs charging at you. The combination of all those mechanics offers a wide palette of possible encounters. It encourages the player to think fast and act fast.
20. ## Why I hate fun

http://www.tinker-entertainment.com/sitavriend/psychology-and-games/why-i-hate-fun/ Ever since I decided to specialize in game design I struggled with the word “fun”. It might sound silly to struggle with a term that is so central to the art of making games but it makes sense once you start to research ‘fun’. First of all very limited research has been done and secondly the term ‘fun’ is ambiguous. Fun means something different for everyone. Many other industries envy the games industry for making fun products. They mistakenly think that games are this magical medium that are automatically fun and engaging. As a result, they applied typical game elements such as XP and competition to apps as an attempt to make ‘boring’ tasks more fun. But game designers also struggle to make their games engaging and fun. Not every player enjoys playing every game or genre. I typically don’t enjoy most first person shooters because I suck at them. On the other hand it is not just games that can be fun. Many people think knitting is fun, others think watching a football match is fun or playing a musical instrument. What is considered fun often depends on someone’s expectations and their current context. A player has to be in the right state of mind before considering to play a game, they need to ‘want’ to play the game or do any other activity. This can be fun too. A researcher who attempts to understand fun more thoroughly is Lazzaro (2009). She formed the Four Fun Key model to distinguish between four different types of fun: Hard fun, easy fun, serious fun and people fun. Hard fun is very typical for many hardcore games and is fun that arises from overcoming challenges and obstacles. A key emotion in hard fun is frustration followed by victory. Easy fun can be achieved by engagement through novelty and can be found in many exploration and puzzle games. Emotions that are key to easy fun are curiosity, wonder and surprise. Serious fun is fun people have when they feel better about themselves or being better at something that matters. People fun is concerned with the enjoyment that arises from the interaction between people. You can think about competitive or cooperative games people play because they enjoy playing together rather than the game itself. The Cambridge dictionary defines fun as pleasure, enjoyment, entertainment, or as an activity or behaviour that isn’t serious (http://dictionary.cambridge.org/dictionary/english/fun). While we can measure pleasure and enjoyment objectively by measuring physiological changes in the body, we cannot always say we are having fun when we are enjoying ourselves. Besides that, within casual games mainly, pleasure and enjoyment are supposed to be “easy”. This means that you should be careful with challenging the player. If a player wins (often) they will have fun which is the complete opposite of many hardcore games. Within game design we often use flow theory interchangeably with fun. According to Csikszentmihalyi (1996), flow is a mental state in which a person in fully immersed in an activity. The state of flow can be achieved by matching the most optimal skill with the most optimal difficulty for a person. In the case of games, a player becomes so immersed that they forget about their surroundings and lose track of time. A learning curve is used in most games, both casual and hardcore, to account for player’s changing skill and difficulty level. However flow theory isn’t a definition for fun but can result in a player having fun. This mainly works for hard fun as easy fun doesn’t require the player to be fully immersed. References Lazzaro, N. (2009). Why we play: affect and the fun of games. Human-computer interaction: Designing for diverse users and domains, 155. Csikszentmihalyi, M. (1996). Flow and the psychology of discovery and invention. New York: Harper Collins.
21. ## Choosing a foundational 3D engine to build a 4D engine atop of

So here's the deal : many many years ago, I saw screenshots of Miegakure, that very famous 4D puzzle-platforming game you probably all know about by now. The thing is, it never came out, not even a playable demo, except at big gaming events that I have no way to get to. As such, I decided a while ago that I had waited long enough and I decided to start working on my own mathematically accurate 4D rendering engine. Without going too deep, the point of it is that 4D objects live in 4D space, and the so-called 4D camera just cuts a 3D slice of the 4D space and of every 4D object in it, which is then passed to your regular run-of-the-mill 3D engine to display. Doesn't sound like anything too hard then. The big problem however comes from optimisation. In 3D engines, you expect your geometry to never change ever, allowing for a lot of cool stuff like GPU caching and the like, and is usually pretty vital for performance. However in a 4D engine, the thing that never changes is your 4D geometry, not the 3D geometry that results from the cutting (that in fact changes every frame). The more mathematically inclined will also think about spatial complexity, since in 4 dimensions you have "a lot more space" to put objects in (purposefully keeping it vague). Moreover, I don't want to go through the trouble of building an actual 3D engine, because a lot of existing engines do that a lot better, and I would probably waste all of my time and motivation working on 3D instead of 4D. As a demonstration, my very first demo uses Three.js and is basically a 4D enigma : http://mattias.refeyton.fr/PAF/slicing . The goal is to get to the other side of the wall where the green cube is, knowing that the wall is too high to jump over and that you can't go around it. You can use ZQSD to move (French keyboard, sorry), and A and E to look "ana" and "kata", which are the 4D equivalent of left and right. You'll excuse the roughness of the whole thing, as it was done in 5 days for a school project (it was the perfect opportunity). This has only been tested on Firefox and Chrome. Hence my question : what do I use as a foundation to work on this ? I'd like to use either C, C++ (for performance) or Haxe (for the multiple targets), if that gives any leads. Of course, doing it from scratch is a totally valid answer, as I would be able to include many 4D-only things (such as 4D lighting and other cool shit) that I'm having trouble seeing how I could implement them in an existing engine. Another thing to take in consideration is that there's probably going to be a 4D physics engine to come with it, and that I'm not sure how hard or easy making that work with an existing 3D engine would be. Also I'm killing two birds with one stone by asking if anybody would be interested by a stream of this. I'm planning to eventually stream my work on this, which would include math on blank paper, and heavily mathematically-inclined discussion, not just coding (relatively little coding in fact).
22. ## 3D Screen-Space Projected Lines

Hello everyone, I was following this article: https://mattdesl.svbtle.com/drawing-lines-is-hard#screenspace-projected-lines_2 And I'm trying to understand how the algorithm works. I'm currently testing it in Unity3D to first get a grasp of it and later port it to webgl. What I'm having problems with is the space in which the calculations take place. First the author calculates the position in NDC and takes into account the aspect ratio of the screen. Later, he calculates a displacement vector which he calls offset, and adds that to the position that is still in projective space, with the offset having a W value of 1. What's going on here? why can you add a vector in NDC to the resulting position of the projection? what's the relation there?. Also, what is that value of 1 in W doing? shouldn't it be 0 ? Supposedly this algorithm makes the thickness of the line independent of the depth, but I'm failing to see why. Any help is appreciated. Thanks
23. ## Smoothed Particle Hydrodynamics implementation problem

Hi there everyone! I'm trying to implement SPH using CPU single core. I'm having troubles in making it stable. I'd like some help in order to understand what is wrong and how could I fix it. Please, take a look at the following videos: Water inside sphere using Kelager's parameters Water inside big box Water inside thinner box I've already tried using XSPH, the hash method to find the neighbors (now I'm using the regular grid, because the hash method didn't work for me) and two different ways of calculating the pressure force. I'm using mostly the following articles: Particle-Based Fluid Simulation for Interactive Applications, Matthias Müller, David Charypar and Markus Gross Lagrangian Fluid Dynamics Using Smoothed Particle Hydrodynamics, Micky Kelager Smoothed Particle Hydrodynamics Real-Time Fluid Simulation Approach, David Staubach Fluid Simulation using Smoothed Particle Hydrodynamics, Burak Ertekin 3D Langrangian Fluid Solver using SPH approximations, Chris Priscott Any ideas? Thanks!
24. ## LF> Contributions

Hello, I'm Lollipop. I have hobby project it is in very beginning phases. I'm looking for people to come in see my ideas and add input, nicely and respectfully poke holes in everything and even contribute if they desire. It's all concept, ideas, some story line, concept features, some characters. It is original creative fantasy with hopes of being open world, mmo-rpg. Thank you and be kind
25. ## Aspiring Mechanics Designer, whats the best way into the industry?

I am in my 3rd year of Game Art Design at NUA(norwich) and have become very interested in mechanics design, e.g. how to moderate game flow, gameplay loops and how individual mechanics work in tandem with each other. However I feel like this a very niche job and I was wondering what would be the best way of breaking into the industry with this kind of work in mind.