This game seems amazing!

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Show posts MenuQuote from: ManicMatt on Fri 25/05/2018 21:18:29I don't use myself either, but the problem with facebook is that the user don't get see everything he follows on the timeline, a lot of posts is omitted based on the algorithm it uses. Reddit is made of various sub forums, I guess it's easier to find your target audience. I'm going to try it later.
Reddit? You know, I really don't understand what reddit is lol. It seems to be some kind of comments arguing website??
Quote from: Jack on Fri 25/05/2018 21:33:46Thanks, I'll make some kind of plugin for blender if possible. I don't know a lot about physics, I'm using nvidia tech to make that software, but in a easy to use interface. Game engines already implement it, but only for in game stuff. I don't know what blender uses, I thnks most plugins are Bullet physics, which is usually the cpu implementation only.
Seeing the video immediately made me think of blender, and I think (though selmiak and I are biased as blender users) that this should probably be a blender plugin. If it renders cloth in real time with any kind of accuracy it will be very welcome, believe me. In the world of games, and since you're obviously familiar with physics, I think a hot plugin for something like UE4 and/or unity, would be inverse kinematics for ragdolls, more specifically something like the Euphoria engine.
C, SDL and OGL are great things to know.
Quote from: Mandle on Thu 24/05/2018 06:58:25Yes, indeed I need to make better graphics and presentation to get more attention. I didn't put textures because wasn't the focus of the software, but I'll render something better later to show how it can be used to other people.
Cool video. Maybe showing a few fully textured objects interacting would make it a little more interesting to the average person?
Quote from: Crimson Wizard on Thu 24/05/2018 13:33:00Thanks for the feedback Crimson and Selmiak. You are absolutely right. Now I see how flawed the description and presentation are. The ideia is a tool to help scatter objects instead of the user manually doing it. Like creating a pile of debris, leafs etc in a more natural way, which would be hard to make by hand. The reason to make standalone instead of a plugin is to be able to export to more softwares, and don't be stuck on only one software, I'll have to write plugins for connections through.
Before marketing, and before even producing the software comes the question of purpose and target user audience. What is your tool for? How much useful it would be, and to whom?
After watching the video and reading the short description on the linked page, personally I was left puzzled. Is the idea of this program to create a scene with realistically scattered objects lying around?
Firstly, it is not explained what you can do with that afterwards. Can you export it into some common scene format, like for 3Dmax or blender, or some 3D engine?
Secondly, if simulating dropping objects is all that it does, why standalone tool and not a plugin to one of the popular 3D editors?
These tools also have physics simulation in them, is there any advantage in using your standalone program for making scattered objects, in comparison to doing same in a 3D editor?
I am not really into 3D editing, but these are questions that come to mind. Your program looks like a fun educational project, but it's practical uses are not obvious.
Quote from: ManicMatt on Thu 24/05/2018 08:30:25That game seems to be really fun. Did you try some game communities in reddit?
Aye, it's not easy getting your product out there. I struggled to market the game in my signature. My initial thought to make a platform game was the universal appeal of said type of game. But who do I market it to, its one cute and charming but average platform game in a sea of platform games. It sold several units on steam upon release but has now flatlined.
I'm making an adventure game now, and I feel I could promote that better. There's adventure game specific websites and fans of the genre.
Quote from: tzachs on Tue 09/01/2018 22:02:43
The best GUI framework I found for OpenGL is nanogui,
Quote from: Ryan Timothy on Fri 28/06/2013 04:09:26
I'm currently using Unity making a 3D test game for experimenting and learning. I have a question that I'm not sure what is appropriate. If you were to have a bunch of game objects, would it better to have each object with their own texture, or should I group textures with similar objects.
For instance if I made a desk and bookshelf that might show up in other rooms together, or sometimes separate, would I be better off grouping those two textures together, or having each separate?
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