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Most board game mechanics will not work as well as you intend them to. Good board game developers need to know when to drop mechanics and when to refine them. I’ve been playing with a new mechanic called “traffic.” Yes, I thought this would make a good mechanic a week ago. Click here. So it goes.
Such VR tools breathe life into the video game mechanics , allowing players to interact with the characters and environment of the game very well. Draco 3D - 3D Optimization and Compression Tools Draco 3D is an open-source library by Google that is used to compress and decompress 3D geometric meshes and point clouds.
Added a few performance fixes and proper water mesh material, still need to fix the collision and add the world reference to the chunk to fill a few faces Next steps: Add service workers to generate the world faster Add biomes layer generation Add dynamic mesh for dig mechanics
things that I’m aiming to do: fix some vertices direction bugs fix the collider position of the mesh change from static to dynamic meshes dig mechanic biomes If you want to collaborate and know how to fix some of the bugs the help is very appreciated as well! ?
things that I’m aiming to do: fix some vertices direction bugs fix the collider position of the mesh change from static to dynamic meshes dig mechanic biomes If you want to collaborate and know how to fix some of the bugs the help is very appreciated as well! ?
things that I’m aiming to do: fix some vertices direction bugs fix the collider position of the mesh change from static to dynamic meshes dig mechanic biomes If you want to collaborate and know how to fix some of the bugs the help is very appreciated as well! ?
things that I’m aiming to do: fix some vertices direction bugs fix the collider position of the mesh change from static to dynamic meshes dig mechanic biomes GitHub GitHub - feliperyba/cocoscraft: Simple Voxel world engine and Minecraft-like. Simple Voxel world engine and Minecraft-like playability made with Cocos Creator v3.8.1
Mesh streaming : Models are loaded as low detail (few vertices). The most complex is mesh streaming , which generally needs to be implemented together with a GPU culling strategy to ensure that very large amounts of models can be drawn at no CPU cost. Mesh resource for each pass of the particle.
Added today: Octave perlin noise Biomes data structure and components organization using the chain of responsibility pattern Domain Warping settings for more natural landscapes Next steps: Dig mechanics Generate the world with service workers Add more biomes Any help or collaboration here is super welcome, I have no idea how to deal with dynamic meshes (..)
I reconstructed the talk from my slides and the recorded audio here: In 2010, I argued that we need to stop assuming that a game’s theme provides its meaning and, instead, that meaning comes from the mechanics themselves.
USE_INSTANCING is only for 3D mesh rendering. if you want to reduce draw calls for 2d objects(sprites, labels, and spines), it’s better to follow the batching mechanism.
Backpack Battles Backpack Battles decided to make inventory management the main game mechanic. There is just something about the frustratingly fun mechanics of Arctic Eggs that captured quite an audience who are we to judge your taste? Turn-based mechanics and an RPG flavor round off the experience.
To solve the problem we rearranged the mesh and added some edge loops along track parts. All of the moving obstacles have implemented different mechanics, that make player behave in a certain way. Adjusting mesh, rig and skinning needed a couple of iterations. We had to focus on the matter of readability.
It contains the game’s proposed design like the concept of the game, genre, core game mechanics, gameplay, timeline, illustrations/sketches, story and characters, levels and monetization strategies. Prototype: The prototype is a raw test that checks the functionality of the game, environments, gameplay, mechanics, user experience, etc.
However, you always need people who act as filters in the end, because random ideas do not mesh well together. A big part of the game is allowing players to express their creativity through combat mechanics, character customization and all kinds of shenanigans on the battlefield.
and above versions, the engine’s built-in pipeline is built based on the CRP pipeline, making the engine’s built-in pipeline and the user’s custom pipeline have the same rendering mechanism and process, with stronger compatibility and stability. The new customizable rendering pipeline mainly has the following benefits: In Cocos Creator 3.8.4
load meshes. render meshes. This is Godot's main mechanism for memory management. Done January 2018. bring GDNative API into stable state. improve C++ bindings. add simple C++ GDNative demo. add line rendering. add ninepatch rendering. add polygon and GUI primitive rendering. start work on shader compiler. add circle rendering.
This is because these updates usually come with new graphics and mechanics that might conflict with older, saved game files or systems that haven’t been optimized yet! Operating System Compatibility Issues: Not all games mesh well with every OS. Table of Contents: Why Alaskan Road Truckers Won’t Launch?
By adding a simple cache to it, we made it so that light map texture coordinates are only computed when there's an actual change to the geometry of the mesh. Currently, the mechanism to traverse from scene to scene, as well as ensure that the scene files are valid, is complete. The Scene Traversal mechanism needs to be fully finished.
In today’s tutorial, we take things a step further by teaching you how to use triggers and switches in order to help you create more interesting game mechanics. In our previous two tutorials we walked you through both how to rotate an object as well as how to move an object using Bolt. Step 1: Begin By Setting Up Your Object.
They're super skilled at creating mechanically beautiful weapons and armor adorned with gears, sprogs, and tons of bronze. Just like the Kota weapon concepts James created above, these armor concepts skillfully integrate various steampunk elements to beautifully highlight the mechanical and scientific prowess the Kotakaya species possesses.
Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. The new NavigationServer supports fully dynamic environments and on-the-fly navigation mesh baking. has been added by Je06jm.
After creating a low-poly mesh for the tree, however, Joe started to worry about how high the polycount for this piece would ultimately end up being. Because of his expertise, we now have the proper dodge mechanics in place that will make bashin' on baddies suuuper fun. Say it with us, y'all: HALLE-FRICKIN'-LUJAH!
I finished integrating Embree into the engine's build system and also added a simple ray tracing API that allows for defining a set of meshes and perform ray intersection tests among them. Perfecting prediction mechanism. A lot has happened since the last progress report. if we ever decide to go down that route. What's left.
Regardless of the pooling mechanism, avoid memory fragmentation to keep the benefits achieved by pooling. Consider representing mesh particles as instances in TLAS. For particles rendered as triangle meshes, having a unique instance for each particle can be a reasonable solution. Instances should share the base mesh BLAS.
Inside the BP_Player editor, click on the mesh component in the Component tab at the top right corner: Now inside the Details tab on the right side, under the Mesh option for the Skeletal Mesh 3D object we are going to select the Mannequin 3D object: But make sure that you select the one which is located in the Art folder.
An easier step would have been to simply transform the sculpted mesh into a new object in Cinema4d. I rigged the mesh according to the creature’s anatomy and tweaked around the settings for a while. I'm looking forward to share the mechanic and story behind of the game in the upcoming post. 96.
But 3D games are usually stuck with a certain 3D model for a character and deforming the mesh is a pain to do. Roman Cancels (Red) Long ago, the Guilty Gear series introduced an innovative mechanic called roman cancel that lets you spend 50% of your meter (the same cost as a super move) to cancel any attack instantly on hit or block.
Thankfully, this risky decision has already paid off immensely when it comes to Kristala's programming and gameplay mechanics, and we couldn't be more excited to unveil our programming team's fresh work at the upcoming Play NYC convention.
Successful 4X games developers are constantly bringing new gameplay mechanics to stand out in the market as seen in the examples below. Vehicular Shooter with 3rd person perspective, mainly controlling mechanical vehicles like aircraft, robots, and tanks. This new contestant is a post-apocalyptic hybrid mesh of Puzzle RPG and 4X games.
About my splitting tech: I didn't manually model pre-split meshes, it's all dynamic via shader. These non-wood objects makes crucial double use of the aiming mechanic. (Fun facts from this 2022 history of the bald eagle : real-life bald eagles are really mean and unpleasant, and for decades settlers shot them on sight.
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