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    Saturday, October 12, 2019

    Imaginary Cities: Procedural City Generation In Unity 2019.2

    Imaginary Cities: Procedural City Generation In Unity 2019.2


    Imaginary Cities: Procedural City Generation In Unity 2019.2

    Posted: 12 Oct 2019 04:48 AM PDT

    Hi Gamedev! I recorded 5 GB of new rainforest sounds & morning ambience in Phong Nha, Vietnam with birds, frogs, waterfalls, traffic, etc. If you work on a project that requires these royalty-free sfx, you are most welcome to use them! Greetings, Marcel

    Posted: 12 Oct 2019 09:46 AM PDT

    I want to show you the implementation of the ability to control the angle of the flip and the radius of the barrel roll.

    Posted: 12 Oct 2019 11:01 AM PDT

    Made this nice Sci-Fi Shield in Unity a few days ago. May come in handy to someone around here too.

    Posted: 12 Oct 2019 09:50 AM PDT

    Tips & Tricks For Simple But Smart Enemy AI

    Posted: 12 Oct 2019 07:01 AM PDT

    #screenshotsaturday: The map can help you find secrets! Also, identifiable items :) (https://twitter.com/julcreutz/status/1183090352242094080)

    Posted: 12 Oct 2019 11:42 AM PDT

    Hi all, I am looking for books or resources on running/managing a small team of devs and also on marketing of software, games specifically.

    Posted: 12 Oct 2019 03:46 AM PDT

    Hi,

    Let me preface this by saying I am not a particularly young man anymore, but I also am not too happy where I am at and so I want to learn new skills in a new area.

    I have worked many years in sales, still do in fact, but I want to try something new. I have looking into coding and I realised quite quickly that this is simply not a fit for me, but teams do need managers, salesmen and marketers, now this is something I can get passionate about, but new industries require lots of new learning and so here I am.

    Do any of you have any recommendations of good books or online resources that you feel would be beneficial in learning the management of dev teams and also the marketing of games.

    I hope this is the correct sub for questions like this and thank you for any guidance you may have.

    submitted by /u/Dante2005
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    Quaternion only camera. Code is working, but I don't understand why =)

    Posted: 12 Oct 2019 11:32 AM PDT

    Hello! I am having some fun with Vulkan and Quaternions. Yesterday I've implemented free camera on quaternions, with fps style movements. I don't have complete understanding of what quaternion is, but I understand that "quaternions represent rotations".

    I've followed this tutorial to implement rotation matrix. On every mouse movement, I collect rotations of "key_frame", compute key_quat, and update camera_quat. As soon as I understand -> camera_quat represents rotation from my World space to Camera Space. So far, so good. Then, I've decided to add "movements" (I mean movement forward, backwards, strafe left / right, that is calculated in key_callback func). I need camera_direction and camera_right vectors for it. My original guess was to use camera_quat to transform unit vectors, but it didn't work out. My initial, intuitive approach is demonstrated in intuitive_recompute_basis function. After 2 hours of debugging and problem analysis, I was able to make an educated guess, that I have to use quaternion conjugate. The correct code is in recompute_basis function.

    As far as I understand -> conjugate makes rotation in opposite direction. I can jump to conclusion that multiplication by conjugate transforms unit vectors from Camera Space to World Space. In Camera Space direction is always (0, 0, -1), and right is always (1, 0, 0), so conjugate finds camera_direction and camera_right in World Space. Is it correct?

    Thank you in advance.

    Update: I've just realized, that glm::inverse has to be used instead of glm::conjugate .

    CODE:

     void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) { if (left_pressed) { key_yaw = mouseSpeed * float(mouse_x_pos - xpos); key_pitch = mouseSpeed * float(mouse_y_pos - ypos); computeMatricesFromInputs(); } else if (right_pressed) { key_roll = mouseSpeed * float(mouse_x_pos - xpos); computeMatricesFromInputs(); } mouse_x_pos = xpos; mouse_y_pos = ypos; } void key_callback(GLFWwindow* w, int key, int scancode, int action, int mods) { if (action == GLFW_RELEASE) return; switch (key) { case GLFW_KEY_UP: camera_position += camera_direction * arrow_speed; computeMatricesFromInputs(); break; case GLFW_KEY_DOWN: camera_position -= camera_direction * arrow_speed; computeMatricesFromInputs(); break; case GLFW_KEY_RIGHT: camera_position += camera_right * arrow_speed; computeMatricesFromInputs(); break; case GLFW_KEY_LEFT: camera_position -= camera_right * arrow_speed; computeMatricesFromInputs(); break; } } void computeMatricesFromInputs() { glm::quat key_quat = glm::quat(glm::vec3(key_pitch, key_yaw, key_roll)); key_yaw = key_roll = key_pitch = 0; camera_quat = glm::normalize(key_quat * camera_quat); glm::mat4 rotate = glm::mat4_cast(camera_quat); glm::mat4 translate = glm::mat4(1.0f); translate = glm::translate(translate, -camera_position); recompute_basis(); ViewMatrix = rotate * translate; } void recompute_basis() { // MISUNDERSTANDING IS RIGHT HERE - WHY SHOULD I USE CONJUGATE??? camera_up = glm::conjugate(camera_quat) * glm::vec3(0, 1, 0); camera_right = glm::conjugate(camera_quat) * glm::vec3(1, 0, 0); camera_direction = glm::conjugate(camera_quat) * glm::vec3(0, 0, -1); } void intuitive_recompute_basis() { // THIS FUNCTION IS NOT USED, IT JUST SHOWS WHAT I TRIED TO IMPLEMENT camera_up = camera_quat * glm::vec3(0, 1, 0); camera_right = camera_quat * glm::vec3(1, 0, 0); camera_direction = camera_quat * glm::vec3(0, 0, -1); } 
    submitted by /u/asmund_hvalman
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    Verb-noun vs noun-verb

    Posted: 12 Oct 2019 08:47 AM PDT

    Treasure Breaker: My first playable prototype

    Posted: 12 Oct 2019 08:28 AM PDT

    How can i learn to be a better team leader/project manager/director?

    Posted: 12 Oct 2019 08:26 AM PDT

    In other words I'm looking for any advice or resources that could help me (or others) improve as leaders for small teams (around 10 or less). Anything from how to handle intrapersonal issues to how to schedule the work to how to focus a project and communicate clearly would be greatly appreciated. Anything and everything is appreciated.

    I've recently fallen into a position of leadership in a university backed project and am out of my depth. Instead of quitting I would instead like to use this as an opportunity to improve but "leader of a team of 7" wasn't something I planned to be for at least another half a decade to a decade after I gotten thoroughly familiar with how things worked in the industry, hence the post.

    submitted by /u/Thalefeather
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    Free - Sharing my full 5.4 GB Audio Library - CC BY 4.0 License. Contains 8 SFX Packs and 115+ ready to use music tracks, download all option. Hope this helps those who want to create quality content with little or no budget! Cheers!

    Posted: 11 Oct 2019 03:23 PM PDT

    How can I draw a virus? I need ideas!!

    Posted: 12 Oct 2019 03:21 AM PDT

    Hi guys! I need to draw a computer virus (like a bug) and an anti virus (like a bug). I make a maze game like tomb of a Mask, where you are a virus who infested a computer and you have to run away from an anti virus. Do you have any idea how to draw them ? They will be pixelarts. (Sorry for my bad english)

    submitted by /u/Slimefish03
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    How do you determine the price of your game?

    Posted: 12 Oct 2019 09:40 AM PDT

    Get your game tested for free! Gone are the days where you have to pay and hire a beta tester.

    Posted: 12 Oct 2019 12:28 PM PDT

    Back for feedback once more brutal honesty needed

    Posted: 12 Oct 2019 12:24 PM PDT

    What If Nintendo Made Other 'Maker' Games?

    Posted: 12 Oct 2019 11:36 AM PDT

    The 'Holy Cow!' Update for Gaia Beyond is now live on Steam! �� ☀️

    Posted: 12 Oct 2019 11:32 AM PDT

    Savefiles as small as 36 bits? - Simon’s Quest ※ Cracking Videogame Passwords S1e6 (Castlevania II)

    Posted: 12 Oct 2019 11:05 AM PDT

    What do you think of using ripped assets for prototyping (and what about showing WIP vidoes with them)?

    Posted: 12 Oct 2019 10:26 AM PDT

    I'm making a fighting game at the moment, but I'm using ripped sprites to help me do dev work. Having existing animations and their data to work with has really helped me structure my codebase. I want to post videos of my WIP cause I'm honestly somewhat far a long, but I won't have my own licensed assets for a while.

    I have no plan on claiming these assets as my own, they're just REALLY useful for my current dev stage.

    The assets I've ripped are from an old Japanese game, so I'm not worried about a lawsuit or something like that. I'd rather not get bad will for posting stuff with them though if its something people consider problematic.

    submitted by /u/my-lewd-alt
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    How do I compile a static glew lib with cmake and msbuild?

    Posted: 12 Oct 2019 09:53 AM PDT

    I'm trying to compile GLEW 2.1.0 with cmake GUI on Windows 10 as a static library. Everything is working and the compilation completes but I can't get the static libs. The compiled libs are glew32d.lib and glew32.dll. I'm pretty sure there should be an s before the .lib for static libraries. If I try to link glew32d.lib it requires the DLL.

    That's not what I want. I want to statically compile libs with the executable and I build with CL and /MT and /MTd (for debug), so I need to build the libs the same way.

    And this is where I'm stuck.

    After I download the source I open the cmake GUI and enter source code path as: D:/libs/glew-2.1.0/build/cmake and build binary path as D:/libs/glew-2.1.0/build/cmake/build. I select platform as WIN32 as I'm building a 32 bit game. I leave optional toolset blank and use default native compilers.

    After generation I see a lot of options that can be set. I've attached an image below.

    https://i.redd.it/4x6fus2745s31.png

    What options to do I set here to build a static release, and debug, build that's compiled with /MT?

    I've taken a look at the glew-config cmake script and I see it should be out outputting static libs with _s:

    if(DEFINED GLEW_USE_STATIC_LIBS) # if defined, use only static or shared if(GLEW_USE_STATIC_LIBS) set(_glew_target_postfix "_s") endif() 

    ... but it seems the script never reach that point. I've tried adding GLEW_USE_STATIC_LIBS as a cmake entry variable but that doesn't do anything. I'm not sure what variables to set and I can't find much online.

    I compile using msbuild INSTALL.vcxproj and that seems to produce the dynamic lib. I've tried to run msbuild glew_s.vcxproj but that still doesn't produce a static library.

    Anyone know how to do this?

    submitted by /u/doggertron_
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    Treating Ultra/Extreme settings as experimental/future-proof option

    Posted: 12 Oct 2019 09:40 AM PDT

    Is anyone implementing or aware of some other devs implementing very demanding, playable-in-future features under Ultra/Extreme game settings? Even if it's just unlimited draw distance or no LOD, it seems like a reasonable thing to do, unless it would create a vocal minority of current players sour that they "can't max it out".

    submitted by /u/Randomoneh
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    I am updating my game with new features and deleting old ones ! please let me know what you think

    Posted: 12 Oct 2019 09:09 AM PDT

    I added many new features and deleted lot of features that i think aren't good . For example , i removed the Radar that indicates the location of enemies so now the enemies may appear out of nowhere like Randy Orton RKO .

    * Added Touch Control .

    * Fixed Shooting .

    * Added Engine Sound

    * Dust effect

    and more => https://youtu.be/cF44y-GIGa4

    submitted by /u/mounirab
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