Wilberforce Colorbleed
Hello, we have recently released our new plugin - Colorbleed. Free Demo (full-featured) is available for download (Unity 5.4 and higher).
About Colorbleed
Color bleeding is when reflected light transfers the color of surface to surrounding objects. This resembles reflections on matte surfaces. Add new levels of visual quality to your scene with this great asset. Easy to use and control, lets you select exactly the balance of performance and quality your project deserves.
See the video
Get The Free Demo
Implemented as two different algorithms that makes the asset perfect for both realtime graphics in games and for more demanding pre-rendered animations or stills.
- Point Cloud algorithm is a simple and fast solution - it gets good speed performance with nice visual results.
- Ray Marching is slower but with better appearance - recommended for model visualizations, interior designs, videos etc.
Colorbleed plugin can also be setup to produce Ambient Occlusion like effects.
If you like Colorbleed and wish to use it please buy it at Unity Asset Store to support its development.
Also let us know what you think, your feedback is welcome.
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[RELEASE] Wilberforce Colorbleed - Unity camera effect plugin for adding colorbleeding
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game art 2d sprite sheets for non artiist
hallo so im trying to make my own mobile game i know that there is way to take a picture photograph i mean with your camera and then change it to a game art .take the vectors and then paint it.
i would like to know which software if best for that the easiest and the quickest way to make this cheating art i can't find lot of tutorials about that and some tutorials .
the ressolt that i want is like that
http://tinypic.com/view.php?pic=6t3fp3&s=9#.WVZMzFWGOUk
http://tinypic.com/view.php?pic=2h4fbpx&s=9#.WVZM6VWGOUk
http://tinypic.com/view.php?pic=2nvxeu0&s=9#.WVZNLFWGOUk
http://tinypic.com/view.php?pic=2ag8188&s=9#.WVZNWlWGOUk
and thanks
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Navigate to first unread post
Clicking on a link to topic takes you to the first post, which is almost never the behavior I want, 99% of the time I want to go to the first unread post. In the activity stream there's the option to click on the blue circle, there's no such option on the homepage though, making it almost useless to check for activity there :(. Wouldn't it be better if the default behavior is to take you to the first unread post?
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Mobile Game Reviews: Let's Talk Super Cat Bros
In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below!
There's no lack of level-based side-scrolling platformer games for mobile, but few as optimized for touchscreens as Super Cat Bros. Simply tap and hold either side to run in that direction, and double tab to run faster - jumping happens automatically.
In terms of the level design and gameplay mechanics, the game seems to draw inspiration from Nintendo (which is rarely a bad thing), and there's lots of cats with unique abilities, as well as pets to unlock. However, the game sadly monetizes through non-incentivized ads that pop-up every so often between levels, which becomes kind of frustrating.
My thoughts on Super Cat Bros:
Google Play: https://play.google.com/store/apps/details?id=com.FDGEntertainment.SuperCatBros.gp&hl=en iOS: https://itunes.apple.com/us/app/super-cat-tales/id1140495295?mt=8
Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
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Humble Bundle and Mozilla team up with HumbleNet
Mozilla and Humble Bundle have teamed up to release HumbleNet, a C API that wraps WebRTC and WebSockets and hides away all the platform differences between browser and non-browser platforms.
Starting as a project in 2015 to support an initiative to port peer-to-peer multiplayer games in asm.js and WebAssembly, Mozilla identified the need for UDP networking support for web games and partnered with Humble Bundle to release the project as open source.
But why does the world need another networking library? According to Mozilla:
You can find pre-built redistributables at https://humblenet.github.io/ with binaries for Linux, macOS, Windows, a C# wrapper, Unity3D plugin, and emscripten for targeting asm.js or WebAssembly.
Learn more from Mozilla's announcement by clicking here.
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Humble Bundle and Mozilla team up with HumbleNet
Mozilla and Humble Bundle have teamed up to release HumbleNet, a C API that wraps WebRTC and WebSockets and hides away all the platform differences between browser and non-browser platforms.
Starting as a project in 2015 to support an initiative to port peer-to-peer multiplayer games in asm.js and WebAssembly, Mozilla identified the need for UDP networking support for web games and partnered with Humble Bundle to release the project as open source.
But why does the world need another networking library? According to Mozilla:
You can find pre-built redistributables at https://humblenet.github.io/ with binaries for Linux, macOS, Windows, a C# wrapper, Unity3D plugin, and emscripten for targeting asm.js or WebAssembly.
Learn more from Mozilla's announcement by clicking here.
View full story
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GameMaker Studio 2 Enters Open Beta on MacOS
sProfessional, amateur and student developers focusing on the Mac platform will now have access to the robust features and tool sets YoYo Games, creator of GameMaker Studio 2, put together in this latest iteration on the popular platform.
GameMaker Studio 2 on Mac OS is completely on par with its Windows and console siblings, keeping intact the vast upgrades and overhauls made in still-new engine released earlier this year. YoYo Games has developed a product for all levels of expertise as seen with the trademarked Drag and Drop system (DnD™), which translates desired actions into actual, functioning code designed for beginners. Professional developers retain the same powerful programming language and comprehensive set of tools for advance exporting and rapid deployment across all leading platforms including mobile, console and desktop.“Mac owners love video games just as much as PC or console owners,” said James Cox, General Manager of YoYo Games. “Bringing GameMaker Studio 2 to Mac will help us reach as many budding or expert developers as possible. With GMS2 we are eliminating the OS roadblock many developers find themselves behind when they want to focus on the Mac platform.”
With GameMaker Studio 2 more widely available to Mac developers, students and educational institutions can broaden their usage of the engine and begin, or continue, their journey into gamecreation. Anyone using the engine will also benefit from many improvements including:
Workflow enhancements: a new innovative workflow and seamless path from DnD™ to actual code with multiple workspaces, user definable resource views, real-time updates from one editor to another, and cross platform source level debugging;
Level editing features: new layer-based level editing gives developers the ability to create more complex visuals with backgrounds, tiles, instances, assets and paths. New features also include level inheritance to create multiple levels at once, and an advanced tiling system that automatically selects the right tile for the job;
Cross-platform development: available for Windows (Vista and above) and soon for Mac OS X for target development across multiple platforms including Windows Desktop, Mac OS X, Ubuntu, iOS, Android (including Android TV, Amazon Fire and Fire TV), Microsoft UWP, PlayStation 4 and Xbox One;
Native extensions: Game Maker Language (GML) supports all native targets to simplify the cross-platform development.
Learn more at http://www.yoyogames.com/.
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GameMaker Studio 2 Enters Open Beta on MacOS
sProfessional, amateur and student developers focusing on the Mac platform will now have access to the robust features and tool sets YoYo Games, creator of GameMaker Studio 2, put together in this latest iteration on the popular platform.
GameMaker Studio 2 on Mac OS is completely on par with its Windows and console siblings, keeping intact the vast upgrades and overhauls made in still-new engine released earlier this year. YoYo Games has developed a product for all levels of expertise as seen with the trademarked Drag and Drop system (DnD™), which translates desired actions into actual, functioning code designed for beginners. Professional developers retain the same powerful programming language and comprehensive set of tools for advance exporting and rapid deployment across all leading platforms including mobile, console and desktop.“Mac owners love video games just as much as PC or console owners,” said James Cox, General Manager of YoYo Games. “Bringing GameMaker Studio 2 to Mac will help us reach as many budding or expert developers as possible. With GMS2 we are eliminating the OS roadblock many developers find themselves behind when they want to focus on the Mac platform.”
With GameMaker Studio 2 more widely available to Mac developers, students and educational institutions can broaden their usage of the engine and begin, or continue, their journey into gamecreation. Anyone using the engine will also benefit from many improvements including:
Workflow enhancements: a new innovative workflow and seamless path from DnD™ to actual code with multiple workspaces, user definable resource views, real-time updates from one editor to another, and cross platform source level debugging;
Level editing features: new layer-based level editing gives developers the ability to create more complex visuals with backgrounds, tiles, instances, assets and paths. New features also include level inheritance to create multiple levels at once, and an advanced tiling system that automatically selects the right tile for the job;
Cross-platform development: available for Windows (Vista and above) and soon for Mac OS X for target development across multiple platforms including Windows Desktop, Mac OS X, Ubuntu, iOS, Android (including Android TV, Amazon Fire and Fire TV), Microsoft UWP, PlayStation 4 and Xbox One;
Native extensions: Game Maker Language (GML) supports all native targets to simplify the cross-platform development.
Learn more at http://www.yoyogames.com/.
View full story
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Kate Edwards Steps Down as IGDA Executive Director
The International Game Developers Association’s (IGDA) executive director, Kate Edwards, is stepping down after almost five years of tireless work to expand the IGDA’s support for game developers worldwide. Trent Oster, chair of the board of directors and CEO of Beamdog, will serve as the interim executive director until a suitable replacement is found.“Kate has been an important industry leader for the IGDA in this role, doing heroic work as an advocate for developers of all backgrounds. Her accomplishments have carried the IGDA through tough times and helped countless developers on their journeys,” says Oster. “We look forward to seeing what Kate accomplishes in what is certain to continue to be a bright career.”
During Edwards’ five years as executive director, the IGDA expanded its international reach, establishing chapters in Bangladesh, Egypt, Estonia, Georgia, Tunisia and numerous other locations. Edwards signed more than 300 peer advisory letters of recommendation for game developers trying to get work visas in the U.S.
Under the guidance of the IGDA’s board of directors, Edwards took firm stances on social issues, being among the first to speak out against the misogyny and hate perpetuated by GamerGate and against the detrimental practice of “crunch” time, standing up to the NRA which tried to blame tragedies such as Newtown Connecticut on videogames, and advocating on behalf of the international game developer community when President Trump’s administration recommended the travel ban.“It’s been a great honor to help game developers from all walks of life, all over the world, succeed in our industry,” says Edwards. “I want to thank the IGDA board, staff and all its members whose advocacy has made a difference for our community, and I look forward to following the association’s continued success.”
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Kate Edwards Steps Down as IGDA Executive Director
The International Game Developers Association’s (IGDA) executive director, Kate Edwards, is stepping down after almost five years of tireless work to expand the IGDA’s support for game developers worldwide. Trent Oster, chair of the board of directors and CEO of Beamdog, will serve as the interim executive director until a suitable replacement is found.“Kate has been an important industry leader for the IGDA in this role, doing heroic work as an advocate for developers of all backgrounds. Her accomplishments have carried the IGDA through tough times and helped countless developers on their journeys,” says Oster. “We look forward to seeing what Kate accomplishes in what is certain to continue to be a bright career.”
During Edwards’ five years as executive director, the IGDA expanded its international reach, establishing chapters in Bangladesh, Egypt, Estonia, Georgia, Tunisia and numerous other locations. Edwards signed more than 300 peer advisory letters of recommendation for game developers trying to get work visas in the U.S.
Under the guidance of the IGDA’s board of directors, Edwards took firm stances on social issues, being among the first to speak out against the misogyny and hate perpetuated by GamerGate and against the detrimental practice of “crunch” time, standing up to the NRA which tried to blame tragedies such as Newtown Connecticut on videogames, and advocating on behalf of the international game developer community when President Trump’s administration recommended the travel ban.“It’s been a great honor to help game developers from all walks of life, all over the world, succeed in our industry,” says Edwards. “I want to thank the IGDA board, staff and all its members whose advocacy has made a difference for our community, and I look forward to following the association’s continued success.”
View full story
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Change of career choice - game programming
Hi,
A fairly big wall of text here, sorry.
I'm currently at the end of an internship to validate my Computer Science master
degree, specialized in High Performance Computing. After my internship I wanted
to leave France, to get a working experience somewhere in Europe. Unfortunately,
it seems I don't really like the daily routine of this field.
Now I'm wondering what to do with my future. I don't have any meaningful, game
related, portfolio material as I preferred to spend my free time focusing on
school project and some random Linux tinkering. After a quick look and some
reading, it seems working on graphics/physics engine seems like a really
interesting (also complicated) task.
I've gathered a list of recommended books to read and practice on: some C++
books, some game engine/design books, some physics/maths book applied to 2D/3D
computing, design pattern applied to game programming and other general game
making related books. Now I can't just not look for work and focus on self-study
for some years… and I doubt someone would hire with my current set of skills.
I'm still young, I could try to follow another course about game making. I'm
used to almost free university, so I'd prefer to not spend 10k in a private game
making school. But is getting another degree even a good idea?
I've always went from one course to the other, without putting too much thinking
into it. But now I'm kind of lost about what to do, and it's eating me inside
To give you a bit more background, here is what kind of skills I learned and
practiced during my degree and my internships, sorted by how much I know in the
field, somehow (a bit technical here):
- Shared memory (threads POSIX, OpenMP) and distributed memory (MPI) computing
- Inner mechanisms of past and modern Operating System: processes, threads,
scheduling, memory management (address spaces, virtual memory, pagination,
segmentation), study of classical synchronization problems
- Computer architecture and hardware (cache, TLB, pipeline, hardware
multithreading, …)
- GPU Computing applied to HPC (CUDA, OpenMP, OpenACC, OpenCL)
- Low level optimization techniques (vectorization, intrinsics, cache use,
profiling, assembly…)
- Non-blocking algorithm: use of hardware atomic primitives to synchronize
threads without the use of locking mechanism
- Parallel algorithmic (N-body approximation, load-balancing)
- Some basic linear algebra (BLAS, dense and sparse LU facto)
I think most of what I know isn't really what game companies would need anyway.
I'm only really experienced with C but I know some others scripting languages.
Since recently, I'm also learning C++ on my own free time. I've also had some
general courses about software engineering.
Any advice, recommendation, question, anything?
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What is an expression?
I'm having a hard time understanding expressions, what I'm perceiving is that expressions are things that can be evaluated right but what counts as something being evaluated, like does printing something in C# count as an expression, is declaring a variable without initializing it an expression? It doesn't have any value, right? I'm just very confused, I also wonder how it ties in with a statement because it seems that every statement is an expression, I mean, why wouldn't a statement evaluate something? Note that I'm just an absolute beginner that hasn't touch stuff like functions yet so I may just be getting the wrong ideas.
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Yorg's improved AI
Hi!
After two months of coding and testing, we've released our second build, release 0.6. A lot of effort has been put into refactoring and increasing performances, but we mainly focused on the AI. You can find the up-to-date AI's code on GitHub. Yes, I definitely need to refactor it!
The AI code is an algorithm that computes car's action for each frame. The AI is not perfect, but the game is more fun than the past version, since it is more challenging. The algorithm is articulated, since there are a lot of cases that I have managed. I would like to look for a better solution in the future.
Moreover, we have also something new "for the players": two new cars and a new track.
Here is its trailer. You can have a less technical description of this release on our blog.
Thank you very much for reading!
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game art 2d sprite sheets for non artiist
hallo so im trying to make my own mobile game i know that there is way to take a picture photograph i mean with your camera and then change it to a game art .take the vectors and then paint it.
i would like to know which software if best for that the easiest and the quickest way to make this cheating art i can't find lot of tutorials about that and some tutorials .
the ressolt that i want is like that
http://tinypic.com/view.php?pic=6t3fp3&s=9#.WVZMzFWGOUk
http://tinypic.com/view.php?pic=2h4fbpx&s=9#.WVZM6VWGOUk
http://tinypic.com/view.php?pic=2nvxeu0&s=9#.WVZNLFWGOUk
http://tinypic.com/view.php?pic=2ag8188&s=9#.WVZNWlWGOUk
and thanks
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Cardicus - Strategy Card Defense game
A strategy card defense game I made, just moved from Alpha version 35 to Beta version 1. Check it out at https://card-defense.com
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How to render with Matrix.PerspectiveOffCenterLH
Hi,
I am trying to render my 3d object in exact screen space coordinates with correct shading.
I tried for this orthoOffCenterLH matrix, but it produces strange render results (object in front part in disappearing and appearing during rotation). I think it because of nature of ortho projection (but maybe I am wrong).
I want to correctly display my 3d object like when I render with perspective projection.
To achieve this I tried to use PerspectiveOffCenterLH matrix, but when I apply it, I can see nothing.
Here is parameters I pass to the method:
PerspectiveOffScreenProjection = Matrix4x4F.PerspectiveOffCenterLH(0, Width, Height, 0, 100, 1);
ZFar and ZNear are flipped because I am using reversed depth buffer.
And here is how I build matrix itself
public static void PerspectiveOffCenterLH(float left, float right, float bottom, float top, float znear, float zfar, out Matrix4x4F result)
{
float zRange = zfar / (zfar - znear);
result = new Matrix4x4F();
result.M11 = 2.0f * znear / (right - left);
result.M22 = 2.0f * znear / (top - bottom);
result.M31 = (left + right) / (left - right);
result.M32 = (top + bottom) / (bottom - top);
result.M33 = zRange;
result.M34 = 1.0f;
result.M43 = -znear * zRange;
}
Also I render it without View matrix to fix object position and dont let it move somewhere.
Can anyone help me to fix this issue?
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one man vs many men on a single tile
I'm developing a RPG style game where each player has an army of men consisting of Knights, Swordsmen, Axemen, Archers, Mages and Scouts. There will be 5 kingdoms with each one having it's own square tiled map 100*100 or possibly larger, randomly generated There will 10 kinds of enemies Goblins, Hobgoblins, Brigans, Trolls, Dark Knights, Deamons, Ghosts, Dragons, Evil Wizards, and Gnomes. There will be plants, scrolls, fruit water, meat, oil , grain , horses of 4 kinds, weapons, wands, potions, rings armor ECT.
You will be able to visit the following places bazars to buy things , taverns to recruit more men, inns to rest, stables to buy horses, and blacksmiths to upgrade things. There will also be 2 places of interest per map that have maps of their own with stairs going up or down to other maps. . My question is simple would a game like be better to have just 1 man / enemy/ plant / other thing per tile and have the men and enemies attack when on a-joining tiles or allow many men per tile and have the men and enemies fight when on the same tile? Right now many men are allowed on each tile but I'm beginning to rethink that design, as I want to randomly lay objects on some tiles weapons, scrolls, rings, potions ECT. and have men pick them up. Also the having to select the men you want on each tile maybe a mirco managing pain. What do you think? Most of the game is already coded.
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Fresh off the block
Don't really know how much to say or how to say it. Very much want to break into game development as a single producer at this point. I would like to make everything for myself for the most part and branch off from there. I have been messing around with Unity, Blender, UE, and photoshop. I havent developed a game that is playable as of yet because it takes me too long and I get frustrated with the project. Then I end up scrapping it and starting over. I would just like to know which of the game development programs would be the best start to get my first game rolling out within 2 months (hopefully).
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Should I switch from SFML to Qt5 for game development in c++?
I have started programming in SFML , created three mini projects , I also know the basics of Qt, so I am planning to switch from SFML to Qt5, I am happy with SFML I am planning to switch only because I could do something in the Qt framework with fun games, are there any drawbacks I should be aware of Qt5 in game development field ? or Should I stay with SFML ? Thanks!
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How to get smoother inputs in SDL?
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