Crie jogos 3D profissional com a Unity 2017/2018 a versão mais atual da Unity e superior a Unity 5. … [Read more...] about Desenvolvimento de jogos 3D com Unity 2017 + 2018
I am trying to write a little voxel engine because it's fun, but struggle to find the best way to store the actual voxels. I'm aware I will need chunks of some sort so I don't need to have the entire world in memory, and I'm am aware I need render them with reasonable performance. I read about octree's and from what I understand it starts with 1 cube, and in that cube can be 8 more cubes, and in all those 8 cubes can be another 8 cubes etc. But I don't think this fit's my voxel engine because all my voxel cubes/items will all be the exact same size. So another option is to just create a array of 16*16*16 size and have that be one chunk, and you fill it with items. And parts where there aren't any items will have 0 as value(0 = air). But I'm afraid this is going to waste a lot of memory and won't be very fast. Then another option is a vector for each chunk, and fill it with cubes. And the cube the holds it's position in the chunk. This saves memory(no air blocks), but makes looking for … [Read more...] about Storing voxels for a voxel Engine in C++
I have a match-3 mobile game, similar to these popular games in the store. Mechanics are different, but the gameplay stays the same: NxN board X moves Y objectives to complete to win tons of different levels. When you complete a level, you unlock a new one When you run out of moves, you have to buy moves or try again, so you have to think on each move. And the problem is in the moves, I'm trying to calculate the amount of moves required for each level. I want it to be be slightly lower than the average, so it takes 3-4 attempts for an average player to complete. I discovered that "being stuck" 2 or 3 times on a level makes it a lot more fun, than completing levels each time with a single attempt. I have couple hundred players and with them - some statistics. With each level attempt (lost or won) I save it on my server to use it for calculations: ID | Level Number | Used Moves | Lost/Won Then, each week, I compute a sum of attempts on each level, and I do this for all players. Then, … [Read more...] about How to compute the moves amount in a match-3 game?
I can't find anything about this subject in the docs or forums to know if this is normal behavior: There seems to be a direct correlation between how close to the scenery my camera gets and how brightly lit the scene is. My camera is able to move up to 200 units from Vector3.zero. Here are two shots of the same piece of scenery - one close up, one far away: The camera is set to perspective, using deferred rendering. Things I've tried: Turning off post processing Using auto expose in post processing Changing to orthographic (removes the issue, scene is uniformly bright at any distance) Changing the FOV Changing global lighting to use color rather than skybox Putting some lights at altitude This may be normal behavior & I just havent noticed before. Can anyone confirm? Is there some way to prevent this happening? I don't want to use an orthographic camera but I do want the scene to be evenly bright at any distance from the camera. … [Read more...] about Scene dark when perspective camera is far from scenery
I have the aim to make a game for training English words, where the animated hero will tell a little story every next level and show the word cards. What tool would you advise for such a task? … [Read more...] about What game engine to choose for small Android/iOS game?