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Polygonal Map Generation for Games

Polygonal Map Generation for Games
I wanted to generate interesting game maps that weren’t constrained to be realistic, and I wanted to try some techniques I hadn’t tried before. I usually make tile maps but instead used a different structure. What could I do with 1,000 polygons instead of 1,000,000 tiles? The distinct player-recognizable areas might be useful for gameplay: locations of towns, places to quest, territory to conquer or settle, landmarks, pathfinding waypoints, difficulty zones, etc. I generated maps with polygons, then rasterized them into tile maps that looked like this: Most procedural map generators, including some of my own previous projects, use noise functions (midpoint displacement, fractal, diamond-square, perlin noise, etc.) to generate a height map. There were three main things I wanted for this project: good coastlines, mountains, and rivers. First, try the demo! Every project will have its own gameplay constraints. Polygons The first step is to generate some polygons. Map Representation Islands

http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/

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connect to the sql database Well, the question is still pretty unclear - but here's how to connect to an MS SQL Database: In the editor and standalones, this approach should be working fine ... I'm not sure if it also works with Web players - but even if it should work, I'd definitely not recommend letting Web players connect to your database (unless you got everything in a local network). I also wouldn't let any clients connect directly to a database unless you have a secure environment. You need System.Data.dll from the Unity.app folder (I think under Frameworks). SweetFX Shader Suite release and discussion thread This is the official release thread for SweetFX. Current version is 1.3 You can download it here on Guru3D's mirrors, or on dropcanvas. It's also on Skyrim nexus (where you can also find older versions).

MMO Starter Kit MMO Starter Kit is available for purchase on Sellfy! Online documentation | older documentation: 1.0Update 01/03: Equipment and better security, 4.7 port linkUpdate 24/12: Inventory and loot linkUpdate 6/12: 140+ active players confirmed running smoothly! linkDownload demo client (330 MB download, 1.5 GB free space required for the install)Note: if you downloaded the launcher before 2015, please delete the old folder and download the latest version of the launcherDemo controls: I - inventory, C - equipmentHi everyone,I would like to present the project that I've been working on for quite some time already - MMO Starter Kit. I have been carrying the idea of an MMO kit for more than a year now, and have tried different engines and approaches, but only when I saw Unreal 4 this became a serious project for me. I believe that Unreal Blueprint system can truly allow anyone to create their own MMO game, and with the engine's next-gen graphics that game can turn out to be truly fantastic.

ARM immediate value encoding The ARM instruction set encodes immediate values in an unusual way. It's typical of the design of the processor architecture: elegant, pragmatic, and quirky. Despite only using 12 bits of instruction space, the immediate value can represent a useful set of 32-bit constants. What? Unity: make your lists functional with ReorderableList In Unity 4.5 we got a nice (undocumented) built-in tool to visualize lists in IDE. It's called ReorderableList, it's located in UnityEditorInternal namespace and looks like this: Let's see how to code this beautiful interface in Unity IDE using ReorderableList. Note: Though UnityEditorInternal namespace is public, it seems to be intended for Unity Team internal use (hence the name), it is not documented and might change in future versions of Unity. If you notice an API change please post it in comments section below. Sources: Project sources are on GitHub.

Setting Up a Character Overview No matter your game project or genre, it is likely that at some point you are going to need some kind of animated character to move around in your environment. This may be a character that the player controls, or may be some AI-driven entity that interacts with the world in some way. Regardless, you are going to need to know how to set such characters up so that they can properly animate in your world. The purpose of this document is to give you a very high-level overview of how this is done, while guiding you to dedicated documents and examples for specific details.

git - the simple guide - no deep shit! git - the simple guide just a simple guide for getting started with git. no deep shit ;) by Roger Dudler credits to @tfnico, @fhd and Namics this guide in deutsch, español, français, indonesian, italiano, nederlands, polski, português, русский, türkçe, မြန်မာ, 日本語, 中文, 한국어 Vietnamese please report issues on github setup

Embedding HTML5 Games into Unity - Unity3D Mobile Tutorials On 12.20.13, In iOS, Medium, UIKit, by vitapoly Did you know that Unity supports HTML5? Well, not out of the box, but with U3DXT’s iOS SDK plugin, you will have access to UIWebView from within Unity. Since UIWebView is HTML5 compliant, we can do a bunch of fancy things with it, such as embedding the popular Bomberman MMO, Bombermine! Granted, you can already [...] Character Customization System for Unreal Engine 4 Hi guys , I wanted to have a system through which you can customize your character , with only one base model , without having to model every time for a new NPC. So I created one base model and several morph targets, and using that you can customize your character's face , including height and width of nose , eyes and mouth , and body shapes , like waist , hips , belly , arms and legs. One drawback though, changing the body proportion , like increasing the height of the character , will not be consistent with the character's skeleton structure, so you might need to add additional blueprint logic to change the value of the corresponding bone location based on the value of the respective morph, or you can create a separate rig and switch between rigs in runtime, though I am unsure how that would be possible. With my current implementation , you can give a random value to any morph target in the blueprint , to create a character with different look.

How to Create Your Own Git Server Although I'm a happy (also paying) user of GitHub's offerings, there are times when I prefer to host a private repository on a server I control. Setting up your own Git server can be useful if you're isolated from the public internet, if you're subject to inflexible regulations, or if you simply want features different from those offered by GitHub (and other similar providers). Setting up a Git server on a Unix (Linux, Mac OS X, *BSD, Solaris, AIX) machine isn't difficult, but there are many details to observe. Here is a complete guide. Through the following steps you can setup and use your own Git server at a server, say myhost.example.com. TweenMax TweenMax extends the extremely lightweight, fast TweenLite engine, adding many useful features like AS3 event dispatching, updateTo(), yoyo(), repeat(), repeatDelay(), rounding, and more. It also activates many extra plugins by default, making it extremely full-featured. Since TweenMax extends TweenLite, it can do anything TweenLite can do plus much more. The syntax is identical. Plugins Plugins allow you to expand the capabilities of TweenLite/Max by handling specific properties in unique ways.

Free SpeedTree® Model Bundle for UE4 Subscription Comprising a sample broadleaf, palm and conifer, these high-end sample trees may be immediately dropped into any UE4.3 project. Note that these are the same tree models already bundled with the Modeler subscription installer. What’s Included? Broadleaf, desktop resolution (7,188 triangles)Broadleaf, mobile resolution (999 triangles)Conifer, desktop resolution (7,298 triangles)Palm, desktop resolution (3,166 triangles)12 high-resolution diffuse maps12 high-resolution normal maps Extras What makes SpeedTree models so special?

GPU Gems 3 - Chapter 1. Generating Complex Procedural Terrains Using the GPU GPU Gems 3 is now available for free online! Please visit our Recent Documents page to see all the latest whitepapers and conference presentations that can help you with your projects. You can also subscribe to our Developer News Feed to get notifications of new material on the site. Chapter 1. Generating Complex Procedural Terrains Using the GPU

Pathfinding and Local Avoidance for RPG/RTS Games using Unity If you are making an RPG or RTS game, chances are that you will need to use some kind of pathfinding and/or local avoidance solution for the behaviour of the mobs. They will need to get around obstacles, avoid each other, find the shortest path to their target and properly surround it. They also need to do all of this without bouncing around, getting stuck in random places and behave as any good crowd of cows would: In this blog post I want to share my experience on how to achieve a result that is by no means perfect, but still really good, even for release. We'll talk about why I chose to use Unity's built in NavMesh system over other solutions and we will create an example scene, step by step.

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