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About Me







Found 118 results

  1. OfficePassenger

    unusual music

    Dear frends, I would like to try myself as a composer for games, I make unusual music with an unusual mood and atmosphere, I like to work on sounds and details in music, below I attach examples of my works, [deleted by moderator] 1.mp3 2.mp3 3.mp3 4.mp3 5.mp3 6.mp3 7.mp3 8.mp3
  2. Hi, We have designed VR project with a large area database and when we are making our aircraft to move around the scene , we are facing a spatial jittering when trying to move far from origin any solution???.
  3. Hello, and welcome dear reader to my upcomming long term project 'Spark' I'm planning for a while now. My name is Bastian, I'm working as professional in games business for a couple of years as Senior Software Developer and hobby engine architect and am going to start running a project soon that is targeting the following thoughts based on this forum discussion Problem Many hobby projects and small studios out there don't have the financial/man-power capacity or experience to make good looking game maps as of the discussion above; but also while I read through this forum for some years now, I have seen more artist requests than any programmer requests. The reason might be systems like Unreal or Unity that themselfs provide a large non-coding game making support by blue-prints, asset store content and whatever is there in addition designers can take to reach there goal. While this is great for designers and small game creation teams, there isn't such a thing for pure coders (like me) that aren't capable of doing level design or modeling. The so called "programmer's graphics" This is sadly a factor that leads to most projects failure because people tend to support such projects that look beatifull but may lack some gameplay functionality against those projects that have the fully featured gameplay ready but dont get an artist to do the environmental work. And not every game developer has some artists in it's connections. This and the fact that I personally love multiplayer (online or mmo-games are just multiplayer) RPGs, I decided to go for tis project after doing game engine development from scratch over several years now. Spark Is a product of several thoughts combined into one single software package that supports a basic, modular game engine to extend for whatever multiplayer/rpg game one decides to develop, that already has a range of functions implemented to support all the necessary systems like character management, inventory management or UI, along with an SDK to provide utility functions for a range of use-cases like player authentication or content packaging written in C++ and C# (for the utility tools). I currently decide if the package should also contain a special game-server implementation that is supporting the general gameplay interface. But whait, what makes the project unique from what is already out there? The plan is to provide more game creation features and less content editing necessity in the first level of the game. Content like world maps, quests and even assets can be generated procedurally using a set of defined rules to tell a generator unit a context taken into account to decide what should be generated. This can be map data/landscape data, fully playable (maybe limitless) maps and even assets to place on those maps including environment, plants, trees and a lot more. Gameplay content can be created too. A generator can run in the background or on a server to create new quests while the game runs including any dialog and log text for supported languages as same as potentially voice overs. I'm currently doing the research for the translation unit that should be able to generate text in English and Japanese for now (other languages may be extended) as not fully perfect a native speaker would write but acceptable enougth and simple enougth to fit into the plan. But yeah, you reader may have still some doubts about it. Let me tell you from a talk I had past time with a good friend from a grand publishing and development studio. That friend told me that they are developing an AI for one of there games, that should create content for that game after learning from there best level designers and the community. You see, this isn't a crazy backyard idea but also something even an AAA studio is planning. I'm also playing arround with the thought to make this also VR compatible for current and upcomming technology so this wont be a one-shot project but something that we can base on and continiously enhance over the months and years. Motivation I'm totally self motivated to run the project simply from passion for playing games that have quality and mesmerize me with or without a story, regardless of fantasy, sci-fy or steam punk, RPG or shooter. Games worth playing are played but there is a problem with stagnanting quality over the past 20 years that makes me sad. I now want to tell my own stories, show my own worlds to others and play like I would live in the game while I have my all-day job so don't need to do this for profit (yet). So this is not only an SDK or game engine project but also a multiplayer RPG project who's core system can be used from other people for free to setup there own ideas, make there own stories and let others explore there own worlds with certain kind of compatibility between those games for player data and mods. While I develop on my every day practice with a team, I do it on my own in spare time so the decision for this request post was simply to get some people together that may or may not share my passion for good games and are also moivated and reliable enougth to bring this to a happy ending over the next year or two up to a playable demo version to maybe pitch for more support. Closure I thank you reader and congrats for reaching the last point of my post. What I want to do might sound as a huge never ending project that will fail but my motivation is there even after years and prototypes of game engine development so if you think you could hold this kind of motivation even a single bit, are reliable, experienced with C++ and/or C# or an artist (any other matching role could be also usefull for Spark) and could work at least a day in the week, then I would be happy if you would leave a message, either in this topic, as PM or Skype/Discord chat. I will meanwhile finish my framework work (ha double spending ) and do some technical and game design for this. Dont let me wait too long and thank you for reading! Greetings!!
  4. Hi I am just getting started with Unreal with the aim of putting together a rough and ready demo of an idea I have. I have found some free CGI of rooms and want to drop a 360 degree green screen video of a person into the scene. However it is going to look weird clashing CGI with real footage and would therefore like to convert my film into CGI. Ideally I would like to turn the person in the scene into an Avatar that I can then control at a later date. Does that technology exist? Any pointers on how to do this (with little or ideally zero budget) very gratefully received. thanks for your help Nick
  5. Hello everybody! I'm producer manager at HoloForge Entertainment. We are creating a corporation of MMORPGS creation that will suit on Android, ios, pc and Microsoft HoloLens VR glasses. We are just creating our first game called Greater power, a medieval fantasy TCG MMORPG. We would like to know if there are anyone interested to be part of the project! We principally search 3D artists and UI/graphics designers! As we didn't create Corp officially yet, we can't guarantee wages yet until corporation official creation but depending on contribution, people will get shares in addition of their wages when the corp is launched ! If anyone interested, don't hesitate to contact me! http://holoforge.wixsite.com/greaterpowers
  6. I`m looking for some project to boost up my portfolio, I`m not a pro but I`m not bad at all. Feel free to contact me.
  7. A developer I am working with has sent me a project that when packaged is in VR mode, however its not supposed to be. So when I package the project to windows in unreal engine 4, the screen is split in 2 as if its VR. Would anyone know how to get the project out of VR mode so that its just a 3D game? I have disabled VR plugins and chekced through the project settinsg to untick any VR setting, but still not managed to get it out of VR mode.
  8. Hi Everyone, My name is Bob Pepek, I'm an audio post production engineer for film / TV. I'm looking to try my hand at Game Audio. Did you know that great sound design is rarely ever noticed but is always felt by an audience? That's where I can help. I've worked as the dialogue editor and sound designer for Sprout / NBC's Saturday morning cartoon Astroblast. I sound design for the web-series Channelate (hosted by Explosm / Cyanide and Happiness). Though most notably work as the go-to sound designer for the hundreds of the LEGO Star Wars / Marvel / Ninjago product animations and mini-movies.My past sound design clients include NBC, ESPN, LucasArts, LEGO, Sprout Network, Disney, Sci-Fi Network, Walmart, Sesame Street, The list goes on and on! Below I've included a link to my demo reel as well as other projects I have done sound design for:Sound Design Reelhttps://vimeo.com/214093302Other Work (Channelate, Explainer Vids, Ads)meloncollieproductions.com/work/360 Sound Designs (LEGO Star Wars / Avengers: Infinity War)https://www.youtube.com/watch?v=-Gdss2fANPQhttps://www.youtube.com/watch?v=mj7Leyaq780https://www.youtube.com/watch?v=LJzPu_tw6eYRecent Film Work:https://www.youtube.com/watch?v=hbFXobIMAgMhttps://vimeo.com/273203490https://vimeo.com/229448486If you're looking for a sound designer I'd love to help out! Feel free to reach out at bobpepek@gmail.com. Cheers, Bob
  9. I have seen a number of posts about this topic but was wondering what the most effective way is. I have been working on a project in unreal engine 4 and am struggling to get virtual reality mode to work in the engine. A route I am pursuing to solve the problem is to use the unity game engine. I have a virtual reality template set up in unity and need to export the project from unreal engine 4 into unity. Whats the best way to export the project from UE4 and than import into unity?
  10. mmmax3d

    Add floor in skybox

    Hi everyone, I would need some assistance from anyone who has a similar experience or a nice idea! I have created a skybox (as cube) and now I need to add a floor/ground. The skybox is created from cubemap and initially it was infinite. Now it is finite with a specific size. The floor is a quad in the middle of the skybox, like a horizon. I have two problems: When moving the skybox upwards or downwards, I need to sample from points even above the horizon while sampling from the botton at the same time. I am trying to create a seamless blending of the texture at the points of the horizon, when the quad is connected to the skybox. However, I get skew effects. Does anybody has done sth similar? Is there any good practice? Thanks everyone!
  11. Hi everyone, I would need some assistance from anyone who has a similar experience or a nice idea! I have created a skybox (as cube) and now I need to add a floor/ground. The skybox is created from cubemap and initially it was infinite. Now it is finite with a specific size. The floor is a quad in the middle of the skybox, like a horizon. I have two problems: When moving the skybox upwards or downwards, I need to sample from points even above the horizon while sampling from the botton at the same time. I am trying to create a seamless blending of the texture at the points of the horizon, when the quad is connected to the skybox. However, I get skew effects. Does anybody has done sth similar? Is there any good practice? Thanks everyone!
  12. SillyCow

    Dozer Drive VR Game

    We have just launched our new VR game for Android: https://play.google.com/store/apps/details?id=com.eyalgames.dozerdriver Oculus: https://sites.google.com/view/dozerdriver/ Would love to hear what you think.
  13. Not sure if this belongs here or on the VR forum. Since this is a rant about business practices I decided to post it in the lounge: Just finished approving my first Oculus Rift game, and I am very frustrated. I am a hobby developer, distributing free games of hobby quality. I have distributed games on other platforms before: Android, Facebook, IPhone, etc... My goal by publishing to an "app store" is to get people to play my game. Mostly it's intended for people like you (enthusiasts on various forums) to try it out and give me feedback. As such what I usually expect to get at the end of the process is a store page where people can download my app to their device. Since my apps are not AAA attempts, I never expect to get much exposure. I accept the fact that I will be #150 on any store search result. It is not fair to expect any of the app stores to promote my mediocre hobby effort. That said, I still expect the option to self promote. I still want to be able to post my store link on a dedicated Facebook page, or on the "your announcements" forums, and give enthusiasts access to my work. And this is where Oculus upset me: I submitted my game to Oculus, and they approved it as "keys only.". "keys only" means that I have to give out *one-off* keys to people so that they can download my app. It means that I cannot post URLs of said game and let people download it ( I need to provide each person with a unique key ). To add insult to injury, Oculus required me to drop Steam OpenVR support before reviewing my app, and also add their "entitlement" DRM to make sure it doesn't run without their permission. I spent a day after I had the game ported to oculus adding and testing all of this boring DRM stuff. I could have just uploaded a DRM-free Steam + Oculus executable without going through the trouble of uploading to the store. What more, there were no suggestions on what needs to be improved in order to lose the "keys only" status. I am really frustrated at this. To be honest, I didn't expect to be featured anywhere. I just wanted an easy way to distribute my hobby project to others by giving them a link, and reading their comments. I really find that rewarding with regards to my other hobby projects. Seems to me that Oculus are being unfriendly to the hobby developer. What happened to them? I remember that they always had a place for "uncurated experiences" in one form or another. PS: If anyone has an idea on how I can self-promote my game besides tweeting random keys at people, I would love to hear it.
  14. In a demo I’m working on, I want players to be able to display 3D models (.fbx and .obj files) in the environment, allowing for others to view them. I don’t necessarily want the player(s) to be able to edit those models, but I wasn’t sure how to create a system to allow them to show them off to others.
  15. bschmidt1962

    GameSoundCon Submissions Open

    Hi GameDev Music folks! Submissions are now open to speak at GameSoundCon 2018 (Oct 9-10, Los Angeles). Any topic of timely interest in game music, sound design will be considered. Potential topics include: Audio for VR/AR/MR Game Audio post-morta Tools Interactive composition techniques Business/career/legal Cutting edge research in game music/sound topics Or any cool topic of interest for professional and aspiring game composers, sound designer, programmers, audio directors For details please visit www.GameSoundCon.com/submissions
  16. DecoDy Studio

    Building a new team

    Hello all I am currently, and after long time thinking and planning, looking for enthusiast people to be part of a team to develop games, my idea is to build a game studio although I am in a very early stage. As a lot of work is needed to be done I need people to participate and be part of this long term project, I can't do everything and I don't have the knowledge to complete all the work needed for games. My first idea is to develop Mobile Games and in particular VR / AR games, I've built a prototype in ARKit with Unity and I have also a couple of games ideas which could be the first games to be released. To do that, I am looking in the short term for developers and creative people (designers, concept artists, etc.) and in the long term musicians, marketing, business development, etc. It is not required a previous experience as I am planning to release first small games while the team is learning and getting the experience to do make bigger games every time we do a new one. If this sounds interesting to you and you want to know more, send me a private message and I will be more than happy to talk. DS
  17. Hi everyone, A while back I read a few articles on flocking algorithms and it peaked my interest so I decided to write my own demo using OpenSceneGraph. A link to the result is below, I hope you like it!
  18. khawk

    VIVE SRWorks SDK

    Last week VIVE announced the VIVE SRWorks SDK, allowing developers to access the stereo front facing cameras on the VIVE Pro. Developers will now be able to perform 3D perception and depth sensing with the stereo RGB sensors. From the announcement: The SDK includes plugins for Unity and Unreal. VIVE also included a few videos worth checking out: Learn more at http://developer.vive.com/resources.
  19. khawk

    VIVE SRWorks SDK

    Last week VIVE announced the VIVE SRWorks SDK, allowing developers to access the stereo front facing cameras on the VIVE Pro. Developers will now be able to perform 3D perception and depth sensing with the stereo RGB sensors. From the announcement: The SDK includes plugins for Unity and Unreal. VIVE also included a few videos worth checking out: Learn more at http://developer.vive.com/resources. View full story
  20. I am an audio researcher developing new audiovisual technologies and currently interested in new applications for games, especially in areas of VR arcades, large immersive spaces, 360 degree installations and even escape rooms. I am wondering if anyone has any ideas how to get 32 independent channels (or more) of audio output in real-time from a game engine like Unity that can be spatially mapped to XY coordinates of virtual objects in a screen, or the XYZ coordinates for a spatial enclosure, when most game engines only allow for fixed pre-defined output formats such as stereo, 5.1 or 7.1. I have an executive summary of the technology online at (the link also includes my email address): http://bit.ly/pixelphonics Thanks, M
  21. Brayden Beavis

    Dev Log 1

    Being approached with the task to create a ‘calming’ experience for LiminalVR users was juxtaposing because at first we were absolutely not calm with our approach to research and our aggressive surveys distributed over social media (Which by the way, feel free to take part in here and here). However, a week later the team had a meeting with LiminalVR and were given access to their concentrated psychology documentation which, to say the least, was a lighthouse in the fog of endless research. The research provided to us allowed us to decide on creating the natural setting that we wanted, with factors of detail such as colour and vegetation types that allow for a calming user experience (we hope!) The terrain itself was generated with World Machine, using a low resolution to ensure its cost remain low for mobile optimisation. The terrain, when translated across into Unity, had some scaling issues and as a result, the long rolling meadows that were seen in World Machine imported much smaller. To fix this issue we doubled the size of the terrain but as a result, we discovered that we had lost a lot of our ability to create finer details when painting textures. However, as this is essentially saving cost and the painted roads will be in the distance, we decided to push forward. Itween was used to create the curve in which the lantern follows, travelling at an increasing speed as it moves further from point A towards point B. The lantern model is still underway, however this will be one of the final features that will be implemented. On feedback we changed the initial idea from dusk to dawn and to really harness the colours of an early morning sunrise, we used optimised volumetric lighting beams to simulate the sun rising in the morning. It was extremely challenging to simulate atmospheric fog inside of Unity that is mobile optimised and after research we decided to create a cylinder to surround the terrain with a low alpha material on the inside which gives a low cost effect of fog. This encompassed with Unity’s inbuilt fog feature allowed to create a believable environment. User Input is required at the start of the experience, the player simply must use their head to turn and look at one of three pieces of paper that represent most how they are feeling, this is a feature that is currently being worked on in a test scene and will be migrated over to the experience on completion. Next up we will be working on polishing, grass, textures, finalising models and audio. Stay tuned and watch this space! Sincerely, Team Tuff Knight P.S - Follow us on Twitter for regular updates! @BraydenBeavis @MohamadAlRida
  22. samoan62

    VR in Unity

    I was wondering if anyone here has experience with VR development for Unity. Having previous Unity experience, I'd prefer to stick with Unity but am open to other engines. It's something I've been interested in, and I'm wondering which community/technology is the easiest to use. An Oculus Rift costs around $400, so I'd rather not invest money in that if it doesn't have a big community and support behind it. Another option I was looking at was Google Cardboard for Unity. The guy here has a pretty good starter tutorial on VR dev for Android and the headset is only ~$20 and the Moga controller is only another 20 or so. This is definitely the most economical option, but I'd rather not go down that path if no one uses this technology or if VR on Android is crappy or something. The VR community doesn't seem like it's that big, so I'm having a hard time getting a feel for what's popular and what direction the technology is going.
  23. Check out my new Youtube video where I talk about Dreamart VR, a Virtual Reality project that I am working on !
  24. slayemin

    More Contract Work

    It almost feels like it hasn't been worth writing an update for the last month because so little "progress" has been made on Spellbound. But I suppose such is life, and it too must be captured and noted as a part of the journey of an indie developer. I have still been doing various contract projects for both corporate clients and small game studios. On the contracting side, I've decided that it would be a good idea to subcontract work I can't do to other people and then add my management fee to their rates. I currently have my former artist working on a small contract project, so it is a viable business idea. He charges me $35/hour and I charge the client $50/hour for his work and I keep the difference. It's not much, but its a good start. In the future, I will raise his rates and pay him more when there is more work and larger projects, but I don't want to make public promises I can't keep. The hard part will be finding enough work to keep everyone busy. I've also been playing a light support role to my girlfriend. Her business is taking off and she's easily become the primary bread winner of the household and that relieves financial pressure from me, allowing me to continue working with minimal income. I can't stress enough how grateful I am and what an impact it has on my creative pursuits. A few days ago, she had a senator from China come and visit her company and our ranch. He was really interested in seeing my VR game, so I gave him a demo in my office. My roommates are all sales people as well, so they got to try out the game at the same time. One of them was instantly motion sick, but the other really enjoyed it. Probably the best takeaway from this was just how bad my user interfaces actually are -- they are not intuitive enough at all for completely new people to use. Also, the pacing of the action is also too rapid for novices, so I'll need to redesign my tutorial level to be more "tutorial" focused than story/immersion. Anyways, the Chinese senator was very impressed with what I'd been working on. I have a feeling that I may have a trip out to China in my eventual future. I think the Chinese market for VR is thirstier for content than the North American market, so it would be great for me to see first hand what the market landscape looks like. A fellow VR game dev told me the other night that he's been wanting to show my game to other people, but the trailer for the game is so out of date that it doesn't do the game proper justice. I completely agree, it's two years old and features old technology which I don't support anymore. Here's the stupidest objection in the whole world: I don't know how to produce a good game trailer. This is extra stupid because... I work in an office filled with film people who could help me. What's wrong with me? I'm a bit afraid to ask for help knowing I have no money to offer. I have been doing a lot of reading of epic fantasy books on the bus ride too and from work. I'm currently reading through the "Legend of Drizzt" series by R.A. Salvatore. Every time I read one of these epic fantasy books, I feel totally inadequate as a writer. I have a lot of self doubt that I could produce anything as good. Despite that, I'm going to have to push hard and write out a story for Spellbound. The writing is going much slower than I would have liked due to various distractions (ahem, contract work and lack of funding). I also feel a bit daunted/overwhelmed by the size of the writing project and what it's going to take. I should just shut up, stop whining, and start writing. "Yeah, Eric! Quit yer moanin', bitchin' and belly aching and get back to writing!" *whip crack* I have been entertaining the idea of producing another type of nature VR travel experience using 360 videos. It would be much easier and faster to produce and could turn into a new revenue source to fund my development of Spellbound and build my brand a teeny bit more. I must find some time to produce a rough prototype and see if its technologically viable. I've written out a 2 page business plan and it seems pretty good (but all of our own ideas sound good!). This idea has passed through my feasibility filters and its time to start figuring out what it would take to produce. Anyways, it doesn't hurt to give it a try and see what happens. On another note, I think some of my best ideas come to me while I'm walking to work. There's just something creatively magical about the act of walking and thinking. It really gets the juices going. I remember this one time I was working in Iraq on a tough problem with relational databases. Somehow, I had to get multiple records from one table to match multiple records from another table. I couldn't figure it out for days while sitting at my desk, but then I went for a long walk on base and solved it in my head. I came back, implemented it, and it worked perfectly -- it required an intermediary table to store lookups. Two days ago, I was walking a mile to my bus stop (in the rain) thinking about "stuff". The night before, I had been tutoring my girlfriends son on math homework. I have also given lectures at my former university and local meetups on game development and design. I have worked in Iraq and Afghanistan to rebuild war torn societies, and through my experience, I have concluded that the underlying foundation for a peaceful and prosperous society is an educated society. So, if you want to bring peace, prosperity and compassion to the world, start by educating people. I happen to love the acquisition of wisdom and the feeling of enlightenment it brings, so my way of sharing that is by teaching people what I know and hoping they too can share my passion. On my walk, I got to thinking: What if I give lectures in VR where people can learn something? It would be done within the universe of Spellbound, so the learning experience would be within a classroom of budding wizards, being taught be an old, gray bearded wizard (me). The character animations could be driven by a mocap suit and the voice could be recorded easily enough. The instructional material would be framed in the context of things wizards care about, so I'd be giving an hour long class on the intricacies of alchemy and brewing a witches pot, and it would be about selecting the right proportion of herbs, spices, ingredients, and cantrips. On the surface, it would be a lesson on magical brews, but in truth, it's a lesson on fractions and ratios. It would be a great fake out, where people come into a classroom expecting an hour of entertainment (which it is!) but they'd really get an hour of education. But, the lesson would be framed and presented in such a way that the audience doesn't realize its learning something else which is valuable in the real world too! I could produce a dozen lectures on various topics of interest, framed in the context of advanced wizardry, and people could attend my lectures in VR. If I can convey my enthusiasm for the subject, it'll be infectious and people will want to see all of the other lectures. What seemed like a action role playing game on the surface, had a lot of secret surprises on the back end. Some people may not be interested in this academic part of the game and prefer action and adventure, but others may be only interested in the academic side -- There's nothing wrong with wizards who spend most of their time in the academy advancing their own knowledge. After all, that's what wizards are predominantly known for! I think if I embed secret rune combinations within the lessons, students can get unique magical rewards by paying attention in class and it can be just as rewarding as exploring an ancient dungeon. I like this idea; I'll have to think about it more and let it ruminate. Lastly, I've been continuing my work with the Leap Motion and integrating it with 360 video. Check it out here: I heard from my partner that some sales guy saw our work and liked it so much that he said if we finish this app, he'd be willing to sell our services to other companies. If that brings in more work and it pays well, I'd be all for it. I'd eventually want to hire someone else to work for me and take over the production and I'd move myself into more of a creative managerial role, but for now, I have to keep building out the tech and envisioning how this will work. I've been trying to unite the film industry and the gaming industry for over a year, so this sort of represents a culmination of my efforts and helps create a sort of new type of media. I'm excited to see where other creatives can take this. Anyways, I still have a lot more work to do here and this is still evolving quickly, but I think what we're building here may be the first of its kind in the world. I'm excited.
  25. Hi, ok, so, we are having problems with our current mirror reflection implementation. At the moment we are doing it very simple, so for the i-th frame, we calculate the reflection vectors given the viewPoint and some predefined points on the mirror surface (position and normal). Then, using the least squared algorithm, we find the point that has the minimum distance from all these reflections vectors. This is going to be our virtual viewPoint (with the right orientation). After that, we render offscreen to a texture by setting the OpenGL camera on the virtual viewPoint. And finally we use the rendered texture on the mirror surface. So far this has always been fine, but now we are having some more strong constraints on accuracy. What are our best options given that: - we have a dynamic scene, the mirror and parts of the scene can change continuously from frame to frame - we have about 3k points (with normals) per mirror, calculated offline using some cad program (such as Catia) - all the mirror are always perfectly spherical (with different radius vertically and horizontally) and they are always convex - a scene can have up to 10 mirror - it should be fast enough also for vr (Htc Vive) on fastest gpus (only desktops) Looking around, some papers talk about calculating some caustic surface derivation offline, but I don't know if this suits my case Also, another paper, used some acceleration structures to detect the intersection between the reflection vectors and the scene, and then adjust the corresponding texture coordinate. This looks the most accurate but also very heavy from a computational point of view. Other than that, I couldn't find anything updated/exhaustive around, can you help me? Thanks in advance
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