I have been looking at Epic Games' Fortnites Website and I am trying to figure out how they achieved the 3D effect on the page:
Epic Games' Fortnite website - scrolled down to 3rd slide
Does any one have any idea how to do it? I would really like something similar to a project I'm working on. I have found Three.js, but I am quite sure that is not the solution they went with.
For these types of questions, i can only recommend to install spector.js and have a look yourself. In short: everything you see is 100% faked.
I mean, that's always the case. In fact, if you want to build something like that, your first question should always be: how much of this can I fake and still get away with that?
In this example, it turns out: everything. Just open the devtools and click through all the assets in the network-tab. You will find these two textures:
looks familiar, right?
So what they appear to be doing is they are using three.js with some custom shaders to handle the translations, the flickering of the lights and the highlighting. These effects are computed using the normal-map and an additional mask-texture which I couldn't quite figure out what it does. But again, if you look at the scene in spector.js you can see the shaders used for every drawcall.
The only thing that is a bit more complex is the little robot-friend in the bottom left corner. But again, it's not 3d as in meshes and so on but rather a set of flat textured quads running a bones-animation thing.
I think that makes it a really great website after all.
Given that epic is building the unreal-engine I would suspect the original renders were done there. And I agree, the lighting looks really amazing :)
It is a simple parallax effect using animated sprite sheets.
Parallax effect is achieved by using several layers of images/video on top of one another in different Z-depth.
You can achieve the moving part by using the mousemove event to track the cursor.
Have a look at moodi.org, sony.com/be-moved, http://www.spaceneedle.com/home/,
. How can i make site like this?
Basically, it's all done by detecting user's scrolling amount, and moving things accordingly.
You need some JavaScript and of course html & css to achieve something like that.
What JS does is that it detects if user is scrolling, it's direction and speed, then tells object "A" to move at the opposite direction of scroll, and also at 0.8 speed of it. Object "B" moves at the opposite direction but with 1.2 speed of scrolling, so You'll feel like object "B" is closer to you.
This is just a very simple example on how it works.
Remember to have a good scenario before touching the code, and while coding, break your problems into small pieces and look for them in here,
For example: How to change position of absolute element based on client scrollTop?
That's how you'll learn.
Useful links:
There are many technics, to make something efficient and clean, you need to be familiar with them to make the best decision.
Here are some links which help you start:
This is somehow old, but I think helps understanding the concept : http://ianlunn.co.uk/articles/recreate-nikebetterworld-parallax/
https://ihatetomatoes.net/how-to-create-a-parallax-scrolling-website-part-2/
Css-only approach : http://keithclark.co.uk/articles/pure-css-parallax-websites/
These are just some starting points, of course you can find more tutorials and even look through source of your favorite websites to see how they achieved the effect.
Final note : I think one important thing to bear in mind is not to move many objects at the same time, once they are off the viewport, stop moving them, this helps a lot when it comes to performance specially on older machines.
jQuery Waypoint is a handy tool, which is introduced in the second link.
I am applying A* (and IDA*) search with manhattan heuristic for finding solution to 15-puzzle problem.
Using the fact that i dont want an optimal solution for the problem how can i can speed up the search as the current routine is too slow.
Well, it's not exactly a solution, but it might help. Once I've been working for a HOG game with that same puzzle as a minigame and it turned much easier to generate a problem, than find a solution.
What I mean is, we can turn a solved puzzle into unsolved by randomly moving "window" according to rules. And logging each field position for future use. Then we let user play a bit and if she gives up, we can solve a puzzle for her easily by finding the common position in user and our log. We just play back via user log to the common position and back from it to the solved position via ours log.
Of course, this is a hack and not a real solution, but it works fine in gamedev. And not only for this particular game. Most repositioning puzzles can be "solved" this way.
I have been tearing my hair out for a while over this. I need an OpenGL 3.2 Core (no deprecated stuff!) way to efficiently render many sprites, using batching (no instancing).
I've seen examples that do this with geometry alone, but mine also needs to send textures to it, I don't know how to do this.
I need a well done example of it working in action. And looking at how other libs like monogame and such do it isn't much help, because all I'm interested in is the GL code, and it has to have no deprecated stuff in it.
Basically I want to be able to efficiently render thousands+ of sprites, all having textures. The texture is just a spritesheet, so I just need to tell it to render a region of that spritesheet.
I'm disappointed in the amount of material available for programmable pipeline. To the point where it seems like it'd be so much easier to just say screw it and use fixed pipeline, even though I definitely don't want to do that.
So yeah, any full examples that do what I want? Or could somebody more knowledgable write one up? :)
A lot of the examples are "oh, here's how you render 1 triangle". Well that's great, except nobody needs to render only 1 triangle/quad. And they need to be textured in addition to that!
An example that uses VBOs/VAOs/EBOs
ALSO: this means the code can't use glTexPointer and that stuff, but just in raw VBOs/VAOs...
I saw this question and decided to write a little program that does some "sprite" rendering using points and gl_PointSize. I'm not quite sure what you mean by "batching" as opposed to "instancing," but my program uses the glDrawArraysInstanced() call so that I can render multiple points without needing my VBO to be variable sized. My code also doesn't texture the sprites, but that's easy enough to add in (upload the active texture index (the one that was active during your call to glTexSubImage), to a GLSL sampler2D using glUniform1i).
Anyway, here's the program I wrote: http://litherum.blogspot.com/2013/02/sprites-in-opengl-programmable-pipeline.html Hope you can learn from it!
I am in the process of developping a game, and after two months of work (not full time mind you), I have come to realise that our specs for the game are lacking a lot of details. I am not a professional game developper, this is only a hobby.
What I would like to receive help or advices for is this: What are the major components that you find in games, that have to be developped or already exists as librairies? The objective of this question is for me to be able to specify more game aspects.
Currently, we had specified pretty much only how we would work on the visual, completely forgetting everything about game logic (AI, Entities interactions, Quest logic (how do we decide whether or not a quest is completed)).
So far, I have found those points:
Physics (collision detection, actual forces, etc.)
AI (pathfinding, objectives, etc.)
Model management
Animation management
Scene management
Combat management
Inventory management
Camera (make sure not to render everything that is in the scene)
Heightmaps
Entities communication (Player with NPC, enemy, other players, etc)
Game state
Game state save system
In order to reduce the scope of this queston, I'd like it if you could specifically discuss aspects related to developping an RPG type of game. I will also point out that I am using XNA to develop this game, but I have almost no grasp of all the classes available yet (pretty much only using the Game component with some classes that are related to it such as GameTime, SpriteBatch, GraphicDeviceManager) but not much more.
You have a decent list, but you are missing storage (save load), text (text is important in RPGs : Unicode, font rendering), probably a macro system for text (something that replaces tokens like {player} with the player characters name), and most important of all content generation tools (map editor, chara editor, dialog editor) because RPGs need content (or auto generation tools if you need ). By the way have links to your work?
I do this exact stuff for a living so if you need more pointers perhaps I can help.
I don't know if this is any help, but I have been reading articles from http://www.gamasutra.com/ for many years.
I don't have a perfect set of tools from the beginning, but your list covers most of the usual trouble for RUNNING the game. But have you found out what each one of the items stands for? How much have you made already? "Inventory Management" sounds very heavy, but some games just need a simple "array" of objects. Takes an hour to program + some graphical integration (if you have your GUI Management done already).
How to start planning
When I develop games in my spare time, I usually get an idea because another game lacks this function/option. Then I start up what ever development tool I am currently using and try to see if I can make a prototype showing this idea. It's not always about fancy graphics, but most often it's more about finding out how to solve a certain problem. Green and red boxes will help you most of the way, but otherwise, use Google Images and do a quick search for prototype graphics. But remember that these images are probably copyrighted, so only use them for internal test purposes and to explain to your graphic artists what type of game/graphic you want to make.
Secondly, you'll find that you need to find/build tools to create the "maps/missions/quests" too. Today many develop their own "object script" where they can easily add new content/path to a game.
Many of the ideas we (my friends and I) have been testing started with a certain prototype of the interface, to see if its possible to generate that sort of screen output first. Then we build a quick'n'dirty map/level-editor that can supply us with test maps.
No game logic at this point, still figuring out if the game-engine in general is running.
My first game-algorithm problem
Back when I was in my teens I had a Commodore 64 and I was wondering, how do they sort 10 numbers in order for a Highscore? It took me quite a while to find a "scalable" way of doing this, but I learned a lot about programming too.
The second problem I found
How do I make a tank/cannon fire a bullet in the correct direction when I fly my helicopter around the screen?
I sat down and drew quick sketches of the actual problem, looked at the bullet lines, tried some theories of my own and found something that seemed to be working (by dividing and multiplying positions etc.) later on in school I discovered this to be more or less Pythagoras. LOL!
Years and many game attempts later
I played "Dune" and the later C&C + the new game Warcraft (v1/v2) - I remember it started to annoyed me how the lame AI worked. The path finding algorithms were frustrating for the player, I thought. They moved in direction of target position and then found a wall, but if the way was to complex, the object just stopped. Argh!
So I first sat with large amounts of paper, then I tried to draw certain scenarios where an "object" (tank/ork/soldier) would go from A to B and then suddenly there was a "structure" (building/other object) in the pathway - what then?
I learned about A-star pathfinding (after solving it first on my own in a similar way, then later reading about the reason for this working). A very "cpu heavy" way of finding a path, but I learned a lot from the process of "cracking this nut". These thoughts have helped me a lot developing other game algortimes over time.
So what I am saying is: I think you'll have to think more of:
How is the game to be played?
What does the user experience look like?
Why would the user want to come back to the game?
What requirements are needed? Broadband? 19" monitor with 1280x1024?
An RPG, yes - but will it be multi-user or single?
Do we need a fast network/server setup or do we need to develop a strong AI for the NPCs?
And much more...
I am not sure this is what you asked for, but I hope you can use it somehow?
There are hundreds of components needed to make a game, from time management to audio. You'll probably need to roll your own GUI, as native OS controls are very non-gamey. You will probably also need all kinds of tools to generate your worlds, exporters to convert models and textures into something suitable for your game etc.
I would strongly recommend that you start with one of the many free or cheap game engines that are out there. Loads of them come with the source code, so you can learn how they have been put together as you go.
When you think you are ready, you can start to replace parts of the engine you are using to better suit your needs.
I agree with Robert Gould's post , especially about tools and I'd also add
Scripting
Memory Management
Network - especially replication of game object states and match-making
oh and don't forget Localisation - particularly for text strings
Effects and effect timers (could be magical effects, could just be stuff like being stunned.)
Character professions, skills, spells (if that kind of game).
World creation tools, to make it easy for non-programmer builders.
Think about whether or not you want PvP. If so, you need to really think about how you're going to do your combat system and any limits you want on who can attack whom.
Equipment, "treasure", values of things and how you want to do the economy.
This is an older question, but IMHO now there is a better answer: use Unity (or something akin to it). It gives you 90% of what you need to make a game up front, so you can jump in and focus directly on the part you care about, which is the gameplay. When you run aground because there's something it doesn't do out of the box, you can usually find a resource in the Asset Store for free or cheap that will save you a lot of work.
I would also add that if you're not working on your game full-time, be mindful of the complexity and the time-frame of the task. If you'll try to integrate so many different frameworks into your RPG game, you can easily end up with several years worth of work; maybe it would be more advisable to start small and only develop the "core" of your game first and not bother about physics, for example. You could still add it in the second version.