What arcane magic occurs when a double is cast as a float?
We usually have vertex format that contains position, texture, NORMAL and TANGENT (sometimes even bitangent). And we also have OBJECT MATRIX and a NORMAL MATRIX (inverse transpose). This seems ...
https://gamedev.net/forums/topic/717011-question-about-normals-tangents-and-matrices
I DON'T UNDERSTAND YOU ABOUT THE GAME: Embark on a perilous journey into a forgotten realm. Decipher cryptic messages and navigate a world shrouded in an unknown tongue. A monumental choice awa...
Hello! I'm building a demo and wanted to see if there are any tutorials or tools for the following with the unity program. I looked on youtube but didn't find anything. Building a command base ...
https://gamedev.net/forums/topic/716994-tutorials-on-how-to-make-pokemon-go-like-bases
We've had some reports of weird performance with our vector class (which is basically a thin binding to glm::vec3). See the following example: vec3 v; vec3 p(0.1f, 0.1f, 0.1f); for (int i...
https://gamedev.net/forums/topic/717012-are-vector-optimizations-possible
Hi everybody! Rendering opaque geometries using forward shading to HDR render target with MSAA and outputing in the same pass normals in view space in a second target, you have then to resolve ...
https://gamedev.net/forums/topic/717004-msaa-resolve-of-normals
I am currently working on a source port for a game, and for some damn reason, PeekMessage is causing an exception when debugging. I have looked high and low across StackOverflow and here on GameD...
https://gamedev.net/forums/topic/717007-peekmessage-causes-an-access-violation
@Ed Welch Why would the shadow map reduce ambient light? The shadow map only represents where direct light is occluded (not ambient/indirect light). Maybe your SSAO is dark due to mishandling ...
https://gamedev.net/blogs/entry/2293501-screen-space-ambient-occlusion-in-merc-tactics/2271209
Hi everyone, I'm new to this whole environment. I'm looking for any pointers that help to develop a visualizer of civil work. My idea is to create a 3D road of X miles long, and in that roa...
Fellow game developers, I am working on an indie game in Unity and I have the following question. I have two characters, let's call them Character 1 and Character 2, that are facing each other ...
Hello. Is there any simple and fast way to convert a dictionary to a string and also deserialize it back to a CScriptDictionary? Thanks in advance.
Hi, I'm looking for information about commonly used AI frameworks in simulation games such as Rimworld, Prison Architect, Oxygen Not Included, etc - for deciding what each character does. On ...
So so close to getting my visibility polygon working. I'm using an SFML triangle fan with all the vertex points sorted by angle size with position 0 set to the mouse coords and the last element s...
https://gamedev.net/forums/topic/716998-visibility-polygon-help-needed
Greetings! We at Honor Games released award winning Command & Conquer 3: Tiberium Wars modification Tiberium Secrets . We are now pursuing our first commercial titles. We consist of passionat...
https://gamedev.net/forums/topic/717003-revenue-share-lead-programmer-wanted-for-futuristic-fps
Hi, I just wrote my first ray tracer using DX12 DXR. Everything checks out, doesn't produce error when debugged yet it doesn't render my model on screen. Here are some screen shots. Q1: Is it a m...
https://gamedev.net/forums/topic/716979-new-to-dxr-it-doesnt-render-geometry
I've been using D3D11_APPEND_ALIGNED_ELEMENT in my vertex declarations (D3D11_INPUT_ELEMENT_DESC) for a long while with no issues. While chasing down some rendering skinning issues, it led me t...
https://gamedev.net/forums/topic/717002-d3d11_append_aligned_element-and-packing
Hi, hopefully I've got the right forum for this question. I'm more of a DSP maths person, so 3D maths isn't something I'm all that familiar with. Please bear with me if I'm missing obvious things...
https://gamedev.net/forums/topic/716999-help-needed-with-low-level-walkmesh-implementation
The second half of this article was previously posted in the forum under the name The promise of freedom in story games with over 100 comments (from me answering questions). Imagine a game whe...
https://gamedev.net/blogs/entry/2293515-the-promise-of-adventure
@JoeJ > So you need one stick to orient your head, a second to turn your > character, and a third to move your character. Left stick for walking. Replace strafing with...
We are pleased to announce the release of Matali Physics 6.5, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.5 introduces a number of impr...
https://gamedev.net/news/matali-physics-65-supports-living-game-environments-r2734
@Aressera The ambient reduction due to SSAO is about 25%, but then you have the shadow map, which makes it darker. Also, there are the variables (scale, bias, etc.) which make it darker or light...
https://gamedev.net/blogs/entry/2293501-screen-space-ambient-occlusion-in-merc-tactics/2271207
I would like to create a service that provide users with relevant data to improve the game play. I would like to track some event + data. For an example match start/end, number of headshots per m...
https://gamedev.net/forums/topic/716995-game-eventstats-tracking
The dynamic pathfinding layer is a combination of navigation and control logic. It's not like in navmesh. In the video, two layers play with each other. Without a player. This is done as an examp...
https://gamedev.net/blogs/entry/2293514-testing-the-concept-of-dynamic-navigation-layers
Resources for mathematics and physics that relate to game development, including collisions and algorithms
Is this code good for AABB collision detection?
#include
I agree that it's too dark. For the right-angle edges, only about half of the hemisphere is occluded, so the ambient occlusion value shouldn't be less than about half. For the corners, ambient sh...
https://gamedev.net/blogs/entry/2293501-screen-space-ambient-occlusion-in-merc-tactics/2271206
Hello! I am looking for programmers of any experience level to help me with my project Warlords of Tavania, a top down 2D “extraction” style shooter game with a unique concept, I've got a fle...
https://gamedev.net/forums/topic/716912-looking-for-programmers-to-work-on-a-2d-top-down-shooter
So I am currently making a top-down hack-and-slash game, like a faster-paced version of the Legend of Zelda games. I had been wanting to add something unique to Keys in the game since the whole ...
https://gamedev.net/forums/topic/716969-help-top-down-enemy-behavior
Specification and reference implementation are already widely adopted; Further industry feedback invited on first release. BEAVERTON, OR – MAY 16, 2024 – Today, The Khronos® Group, an open...
Thanks JoeJ. I’m not switching just yet. I want to add one maybe two more features before I migrate to another graphics library
https://gamedev.net/blogs/entry/2293506-buildings-construction/2271205
Bang is a mobile immersive experience about a beautiful gun, using it's recoil to keep on living. Survive as long as possible
so i was just sitting at my desk this thursday evening then i thought i should make a new game in 4 days for the fun of it. I got inspired off of flappy bird Check out the video dev...
> I must switch to an isometric engine or 3d engine. Meh. Too much bloat. They might force you to use shitty scripting languages as well. It's for noobs. :D/ I would look at this: ...
https://gamedev.net/blogs/entry/2293506-buildings-construction/2271204
The graphics are boring I know. I must switch to an isometric engine or 3d engine. The second building is not pure white like the first one because it`s a different type of building. The size...
https://gamedev.net/blogs/entry/2293506-buildings-construction
So it is actually “go away”, but longer :D
https://gamedev.net/blogs/entry/2293478-the-idea-vs-game-design-sachin-dev-duggal/2271203
Coming up late with the updates on this website, and only now managed to get a moment or two to post. So here we go. Few months ago, well more than a few, had this idea of a game somewhat refle...
https://gamedev.net/blogs/entry/2293505-pixies-runes-and-magic-falterstone-prototype-release-3
That's not a bad idea
https://gamedev.net/blogs/entry/2293501-screen-space-ambient-occlusion-in-merc-tactics/2271202
Nice. But it would be nicer if you add the intensity to the graphics options menu. For me it's always too dark. But no game lets me tweak it to the very subtle amount i want.
https://gamedev.net/blogs/entry/2293501-screen-space-ambient-occlusion-in-merc-tactics/2271201
I wanted to improve the graphic quality for Merc Tactics by adding a SSAO shader and I looked into several techniques. The best quality implementation of this is GTAO . There is also ASSAO...
https://gamedev.net/blogs/entry/2293501-screen-space-ambient-occlusion-in-merc-tactics
This is one of my favorites one button games inside "c1ic", this game helped me understand so many things of the engine I was using, as you may know I use Tumult Hype, a tool to make interactive ...
Hello everyone! I'm developing a new game called Coin-Op Vice on my old text-mode engine. However, this is a pseudo-3D (2.5D) pixel art game with perspective. It turns out that a character-based ...
https://gamedev.net/blogs/entry/2293503-from-ascii-to-pixel-art-and-back
Solve the remaining problems: adjustment of the details of the tilemap. Ensure the next step: Finish all the things about our game. Redo the level. Finish the website and GDD.
Code Alkonost is a first-person story-rich, atmospheric survival adventure game inspired by Slavic mythology and the medieval era. Travel through a dark fantasy world and encounter the possessive...
Bambi Ascension | Carnistas Uprising is intended to be a lewd NSFW 18+ action RPG and the first part of series involving the story of Furthia and the predatory rule of Carnistas that thwart to co...
https://gamedev.net/projects/5767-nsfw-18-bambi-ascension-carnistas-uprising
Raiding.Zone is a PVE ARENA GAME inspired by WORLD OF WARCRAFT and WARFRAME. The gameplay is oriented around the roles TANK, HEALER and DAMAGE-DEALER. 10 WEAPONS with 60 DIFFERENT SPELLS 6 DUNG...
FIREBOUND FORGE GETS A NEW LOOK. I wanted to emphasize the lava cave look. Zorn and Iphrit already made themselves comfortable. THE RAID ELEMENTAL RUN WILL CONTAIN THREE STAGES. Firebound...
https://gamedev.net/blogs/entry/2293498-teaser-firebound-forge
Demo on Glitch GitHub repository The camera follows the ship. The camera can be rotated around an object by holding down the left mouse button. The camera can be zoomed in and out using the...
THE FIRST MAJOR UPDATE TO A STORY ABOUT FARTING WILL INTRODUCE A NUMBER OF CHANGES: - From now on, you will be able to fart constantly - even during animations, which means you will be able to e...
https://gamedev.net/blogs/entry/2293495-whats-new-in-a-story-about-farting
@fractali Thank you for your support. I am glad you appreciate my work. 🙂
https://gamedev.net/blogs/entry/2293472-antares-engine-opengl-dynamic-exposure/2271199
> Since the stick tilts back, you can do it as in Detroit Become Human > where you will look at the sides and when look back to the front > when you release the s...
Hello Folks Myself Sachin Dev Duggal from California…Since I started making games, people around me are creating “Game Ideas” and asking me to implement them. Without any context. Without u...
https://gamedev.net/blogs/entry/2293478-the-idea-vs-game-design-sachin-dev-duggal
@ampdesigns Thank you for sharing this helpful information! 🙌 I appreciate your insights about file formats
> @joej i think it's really specific to > the game This is for an immersive sim adventure game. The design here is for something that will work for mostly all 1st or 3rd person acti...
Always nice to see updates to this engine. Really nice work.
https://gamedev.net/blogs/entry/2293472-antares-engine-opengl-dynamic-exposure/2271195
Well...I've been offline for quite some time. A lot has changed, a lot has happened. CHAPTER 2:THEATRAGONIA Well, to summarize, chapter two is almost done.A lot of new abilities, enemies, et...
https://gamedev.net/blogs/entry/2293477-rekusu-update-05092024chapter-2-news
> @JoeJ We need mouse, touch pad or > trackball. Or any game plays like shit. It's also a skill issue. Everyone who used both will feel that they can't aim with a stick. But you ...
> @JoeJ The problem is that any stick tilts > back to the center, so it can never implement proper mouselook. It would not be the same but something similar can be done. The...
I recently discovered the Welcome Bonus Pack offered by GG.BET Casino, and it's genuinely enticing for anyone looking to dive into the world of online gaming. The Welcome Bonus Pack includes seve...
https://gamedev.net/blogs/entry/2262718-sxsw-wrap-up/2271192
I started my game dev journey in 2020. Like many others here, I teamed up with my best friend to “Make a damn game”. A year later, we had nothing. Just some ideas and some drawings. Who knew ...
Resources for mathematics and physics that relate to game development, including collisions and algorithms
https://gamedev.net/blogs/entry/2293472-antares-engine-opengl-dynamic-exposure
My game Merc Tactics uses a simple shadow map to create shadows, but I had a lot of trouble getting it to work without artifacts. In particular peter panning and acne were a big problems. th...
https://gamedev.net/blogs/entry/2293471-avoiding-artifacts-in-shadow-maps
Hi, I want to inform that I updated my steam playerbase similarity app. Now it's use data from 800k steam profiles and is supporting almost 7000 games. App also allows to see which tags are...
https://gamedev.net/blogs/entry/2293469-update-steam-playerbase-similarities
@aigan OMG, a kb monster. Fits well into the gaming room in the basement, right beside the big tower with shiny LEDs inside, water cooling, and the box of a 4090 in a glass showcase. : / I mea...
It's rare to come across a service that consistently delivers not just what you asked for but does so in a way that exceeds your expectations. This custom writing website has done exactly that. T...
@Pebblerubble Thank you for the feedback and for playing the game. I really appreciate it!
https://gamedev.net/blogs/entry/2293463-release-of-point-and-click-adventure-shadow-tale/2271189
I love the controls in the original 1996 Tomb Raider. It feels like I'm touching the world. Holding down the keys for holding objects or holding on to ledges. Using the lower key for the legs and...
DRAGGINE GAME ENGINE 1.22 RELEASE Download Draggine 1.22 This release contains more bug fixes, stability improvements and some new features to make it easier to develop games. But first thi...
THE REWORK OF SOUL TOWERS IS FINISHED With new textures, decorations, and enemies. Say hello to our latest fiend SIPHON: You can get a quick look at the level: HIGHLIGHTING IS WO...
Without further ado, I'd like to introduce my point-and-click adventure game called Shadow Tale. You can download it from Google Play . Other projects
https://gamedev.net/blogs/entry/2293463-release-of-point-and-click-adventure-shadow-tale
Resources for mathematics and physics that relate to game development, including collisions and algorithms
https://gamedev.net/portfolios/2200-horror-voice-lines-and-sound-effects
Resources for mathematics and physics that relate to game development, including collisions and algorithms
https://gamedev.net/portfolios/2232-music-amp-sound-effects-lucas-schacht
https://gamedev.net/portfolios/2226-pixel-art-sprite-sheet-and-animation
Hi everybody! I am relatively new to game development, however I would like to share my experience in developing a meta system for C++. I faced the problem of embedding a scripting language when ...
In this article we will look at the most common motion capture format: BVH. BVH is an acronym that stands for BioVision Hierarchical data and is used for storing motion capture data. It is simple...
INTRO WHAT IS SSE2? SSE2 is an extension of assembly language which allows programs to execute one operation on multiple pieces of data at a time. Because SSE2 is assembly however, it only work...
This excerpt has been taken from Chris Crawford on Game Design , 2003, New Riders Press. In March of 1984, Atari was in its death throes and I, along with almost everybody else, was laid off. T...
WHY ANOTHER ARTICLE ON DIRECT DRAW PIXEL PLOTTING? Do we really need yet another article on how to draw a pixel on the screen? Yes, I think we do. Consider the following possibility: You are wri...