This is the first tech post by technical artist Lukas Orsvärn! To familiarize himself with the Overgrowth engine he has been experimenting with physically-based rendering shaders.
What is PBR?
Physically-based rendering (PBR) has become increasingly popular over the past few years. Unity 5, Unreal Engine 4, Frostbite, Fox Engine, and many more game engines use it, as well as an increasing number of asset-authoring tools like Marmoset Toolbag.
The image below is a comparison between the current rendering in Overgrowth and physically based rendering. PBR allows us to tint the reflection of the gold bands and blade inlay to make them look more like gold, and allows us to sharpen the reflection on the blade to make it read better as polished metal.
Pac-Man is one of the most iconic video games of all time, and most people (even non-gamers) have at least a passing familiarity with it. The purpose of the game is very simple — the player is placed in a maze filled with food (depicted as pellets or dots) and needs to eat all of it to advance to the next level. This task is made difficult by four ghosts that pursue Pac-Man through the maze. If Pac-Man makes contact with any of the ghosts, the player loses a life and the positions of Pac-Man and the ghosts are reset back to their starting locations, though any dots that were eaten remain so. Other than simply avoiding them, Pac-Man’s only defense against the ghosts are the four larger “energizer” pellets located at the corners of the maze. Eating one causes the ghosts to become frightened and retreat for a short time, and in the early levels of the game Pac-Man can even eat the ghosts for bonus points during this period. An eaten ghost is not completely eliminated, but is returned to its starting position before resuming its pursuit. Other than eating dots and ghosts, the only other source of points are the two pieces of fruit which appear during each level near the middle of the maze. The first fruit appears when Pac-Man has eaten 70 of the dots in the maze, and the second when 170 have been eaten.
Every level of Pac-Man uses the same maze layout, containing 240 regular “food” dots and 4 energizers. The tunnels that lead off of the left and right edges of the screen act as shortcuts to the opposite side of the screen, and are usable by both Pac-Man and the ghosts, though the ghosts’ speed is greatly reduced while they are in the tunnel. Even though the layout is always the same, the levels become increasingly difficult due to modifications to Pac-Man’s speed, as well as changes to both the speed and behavior of the ghosts. After reaching level 21, no further changes to the game’s mechanics are made, and every level from 21 onwards is effectively identical.
For the entire article, follow this link.
Fixed! UE-20792 DrawMaterial() Function not Rendering Translucent Material to HUD
Fixed! UE-21233 Calling RequestStimuliListenerUpdate on actor with one element in AIPerception Sensing Config causes crash
Fixed! UE-21234 Crash on play when AIPerception Senses Config element is set to “sense config” options
Fixed! UE-20913 Undo after deletion in BP editor causes crash
Fixed! UE-17698 [CrashReport] UE4Editor_CoreUObject!UStruct::IsChildOf() [class.h:400]
Fixed! UE-20644 [CrashReport] Crash while undoing in Blueprints – FObjectRecord::FReader::operator
Fixed! UE-20258 Child blueprint classes can no longer change default values for inherited variables
Fixed! UE-21081 Cannot open assets created in 4.9.1 in 4.9.0 version of editor
Fixed! UE-20210 [CrashReport] Crash on Windows Chinese version when changing editor language
Fixed! UE-21337 Movies are not skipped when Wait for Movies to Complete is false
Fixed! UE-21292 Parallax Occlusion Mapping broken on Macs
Fixed! UE-21127 Crash in FSlateImageRun destructor
Fixed! UE-20550 Sliders and check boxs not working on touch screen device
Fixed! UE-21076 Possible divide by zero in animation transitions with zero crossfade durations
Fixed! UE-20961 [CrashReport] UE4Editor_Engine!FKShapeElem::GetShapeCheck<FKConvexElem>() [shapeelem.h:55]
Fixed! UE-20952 Launching a Project which uses Depth of Field crashes to Home Screen on iOS8 device
Fixed! UE-21123 PowerVR Galaxy S4 (GT-I9500) shows black scene when MobileHDR enabled
Fixed! UE-21367 Submitting to App store for IOS 9 leads to validation errors
Fixed! UE-20940 Effects.umap causes Standalone and Mobile Preview PIE to Crash
Fixed! UE-21126 Foliage culling broken on XboxOne
Update UE-21185 Update buttons on CrashReporter window to encourage submission
Powerline is a great statusline plugin for Vim editor, which is developed in Python and provides statuslines and prompts for many other applications such as bash, zsh, tmux and many more.
- It is written in Python, which makes it extensible and feature rich.
- Stable and testable code base, which works well with Python 2.6+ and Python 3.
- It also supports prompts and statuslines in several Linux utilities and tools.
- It has configurations and decorator colors developed using JSON.
- Fast and lightweight, with daemon support, which provides even more better performance.
For the entire article, screenshots and information about how to install and enable in terminal, follow this link.
A nice article on Gamasutra about designing SHMUPs:
While working on my current project at Himeki Games, An Oath to the Stars, I’ve been playing tons of SHMUPs and trying to find a set of rules to design fun, meaningful levels. When you first think about this, level design seems to be just about throwing random enemies at the player frantically. The truth is actually much different.After countless hours dodging bullets and shooting enemies, I’d like to share with you my findings.
A detailed 3rd person camera design document, via Gamasutra.com:
The camera design I’m about to expose is oriented for quite “nervous” controls which needs a reactive camera, trying to being “smart” following you the best way possible.
It’s probably not the best design for shoot-oriented games but it’s more relevant for plateformers/navigation-oriented ones.
As for a classical game design document in the industry, I extracted the parameters which are needed by the game designer to tweak the camera. Of course, even if it might be an evidence, a good camera is a good mechanic but also a right tweaking regarding what you want to do in your game.
And to give credit where credit is due, this design is partly based on several games camera systems like mainly Assassin’s Creed series, Lego City Undercover and Infamous series.
For the entire article, follow this link.