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Showing posts with the label Misc

[UE4][VR] Projet Horla - First Showcase

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I'm currently working on a personnal VR project on Unreal Engine 4 . It runs on an Oculus Quest at 72 FPS (as required by Oculus). There is no post process here, I'm using my own lighting model based on an unlit model. Texture are in black and white and thresholded, lights are not Unreal lights but custom lights: I wrote a simple lighting subsystem managing my custom dynamic light sources. Lighting is basically just distance check in the pixel shaders (point lights only, spot light support soon, directional not needed as the game is indoor), shadows are faked. It's rather simple but I don't need to implement more complex/realistic solution, it runs fine on VR mobile hardware, so... let's go !

[Unity][Arduino] The monitor

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A demo of an other game controller, based on an Arduino Mega 2560. It uses buzzer, servo motor, switches, pots, joystick, RFID, LCD screen and keypad. The concept of the game is to help a character escaping rooms without controlling him. The player is behind a CRT like screen and have some controls on its board to interact with mechanisms in the rooms.

[Unity][Arduino] Motion controller

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This is the motion controller, my new video game controller based on an #arduino. It tracks its rotation on 3 axis. This is a demo done on #Unity, the gun replicates the controller world rotation.

[Unity][Arduino] Steering Wheel Game Controller

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This is the Vroom Controller, a steering wheel game controller I did with an arduino. It is not compatible with XInput yet, so I tested it on my own driving game prototype on Unity.

[UE4] Hover based vehicle demo

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A demo made on Unreal Engine 4 in which I test hover based vehicle behaviors, post process effects and materials, sound effects. Download UE4 project

[Unity][Game Jam] Pigeon Break

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For the Neon Game Jam #2, we had 40 hours to make Pigeon Break. The idea was to make a runner controlled by Quick Time Events and to play with soda cans. We used a MakeyMakey to connect the cans to the player body. When the player touch a can it sends an input, the QTE keyboard key are so replaced by the cans. Note: the game is compatible with keyboard SDFG keys too. Video Credits Download Pigeon Break Windows

[Unity][Game Jam] Douze Brother

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For the Neon Game Jam , we had 40 hours to make a game. We made Douze Brother on Unity in C#. You are a dictator after a putsch, your population will ask you questions to know how will be the new polity. The goal is to give answers that will convince the population to accept your polity. If you give the bad answer, people will reject it. You can interact with some elements in the background, it will unlock charismatic sentences to say when using the giant screen. The sentences will unlock new dialogs on population. Note: Use the  DouzMarket  to quit the game beautifully Download the game

[GB] Retr0 GB: my Game Boy engine based on GBDK

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What is Retr0 GB I worked on a Game Boy game engine for a month on my free time to be prepared for the Global Game Jam 2018. Retr0 GB was developed in C using GBDK . Features Code your game in C Manage sprites and/or box collision separately but in the same structure thanks to Movables (all non-static element as sprites, collision or both) Let your movables move freely pixel by pixel or constrain them on tiles (like RPG games) and let them interpolating their position themselves to next tile A complete collision system Movable vs Movable blocking collision Movable vs Movable overlap with automatic callback calls to manage easily what to do when movable A overlap movable B Movable vs Map Collision layers and layer masks to define which movable can collide with which other movable Sprite animations Animated tiles (animation for map background) Map loader to load map easily Calls to custom callbacks on map loaded and on update (called every frame) for each ...

[GB][Global Game Jam 2018] Dumblin Dungeon

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Dumblin Dungeon is a multiplayer  Game Boy  game we made for the Global Game Jam 2018 . You control a gobelin that must walk on pressure plates in a given order before the timer is reached. If you succeed, the game show you the next pattern and the player that will play this pattern. You have to give him the Game Boy and tell to him the pattern. If one player fail its pattern, the game is over.   We used Retr0 GB , our custom game engine based on GBDK, to develop our game. We used other tools as Game Boy Tile Designer / Game Boy Map Builder and OpenMPT Dumblin Dungeon Team: Kévin Drure (Gameplay / Engine Programmer) Hubert Grossin (Sound Designer / Gameplay Programmer) Fog Ryü (2D Artist / Design) Links Dumblin Dungeon Global Game Jam page Direct Download Link (Game Boy format) Note : the first pattern is A B C D

[PSP] Escape

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Today, I found some old work, as a second PSP homebrew I have done in 2010 too. It is written in C and I used OSLib (Old School Library), a library managing 2D sprites and audio for the PSP. The game is a runner like in which you just have to move left / right to avoid obstacles. Download hombrew

[PSP] Ultimate Pong Revolution

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Today, I found some old work, as a PSP homebrew I have done in 2010. It is written in C and I used OSLib (Old School Library), a library managing 2D sprites and audio for the PSP. The game is a Pong like with additional features. Download homebrew

[Unity] Steering

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This my own steering implementation. This steering project contains: - Steering behavior manager (called SteeringCore) - Seek / Flee / Arrival - Pursuit / Evasion - Obstacle Avoidance / Unaligned Obstacle Avoidance - Leader Following - Path Following - Flow Field Following - Wander - Alignment - Cohesion - Separation - Flocking - Extra: begin of path following working with seek and arrival (WIP) Video Download Download Unity 5 project

[Unity] Bezier curve

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Here is implementation of the Casteljau algorithm to construct Bezier curves. This is a tool that deals with path construction using Bezier curves and classic point. Download Download Unity project (updated from Unity 4 toUnity 5)

[UE4] [C++] [Oculus Rift] Ex Tenebris Lux

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Introduction Ex Tenebris Lux is a puzzle game made with Unreal Engine 4 for Oculus Rift in which you must solve light puzzles to save the city of its malediction. You have an artifact helping you to find hidden symbols needed to continue city exploration. The project was done in 3 months. The challenge  The major problem on this project was the performance management. First, Unreal 4 needs a minimum hardware, as it's a next gen engine. Our hardware was powerful enough, but one thing that was the main problem: using the Oculus Rift on Unreal 4. The game must render 2 times with Oculus so the framerate drastically decrease. The recommended frame rate on Oculus Rift to have a good feeling (and not quickly have nausea) is 75 fps, and the minimum frame rate to get to avoid very bad feeling on move is 60 fps. My mission I have developped the movement mechanics as the "Cornice movement", the player was able to move on a conice along a wall, and globally the cont...

[Unity][RTS Project] Android compatibility - WIP version

Making a RTS playable on a mobile device play a lot with controller work. For this challenge, I used TouchScript , a free multi touch library for Unity, to deal with gesture logic without reinventing the wheel. Controls - One finger drag: multi selection rectangle - Two finger drag: move camera - Simple tap: select a selectable element - Double tap: cancel current selection - Long tap: order attack unit to move touched point - Pinch / Spread: zoom / unzoom Download - Android APK - WIP version

[Unity][RTS Project] RTS AI - WIP version

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Introduction During 2 months, my exercise was to make a RTS AI. The AI had to based on a decision making logic, so it analyzes world state, generating needs, to make objectives to finally have a plan to satisfy the given needs able to lead it to the victory. The main analysis are: - Economy (importance of gold recolt) - Military army composition (which unit type produce to defeat enemy units) - Military situation (which army is the stronger, attack decision importance , defense decision importance) How army is managed Army can be composed by 3 unit type, with a relation as the Rock-Paper-Scissors  principle. How building is managed Each team own some building slots, that are emplacements where Peons can build a new building. Screenshots Video Controls - Mouse scroll: zoom / unzoom - Mouse scroll click: move camera (drag) - ZSQD / arrow keys: move camera, shift to move faster - Left click: drag = multi selec...

[Unity] Flight Camera Character Controller

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Today, I'll show you a good exercise I made to manipulate quaternions. In extra you got a 3C structure for a flight game. I chose to make a flight behavior because of rotation complexity. Today we always use physics to drive vehicles in video games, but this exercise is focused on quaternions manipulations, so all the behavior is driven by quaternions. Main Features: - Smooth TPS camera - Camera switch (FPS / TPS) - Auto replace character rotation: 3 different ways to smoothly reset character rotation (All Axis, Per Axis, None) Video Controls: - Z/S: pitch - Q/D: roll - Shift: boost - Left click / Right click: dodge left / right (lateral movement with roll as in some Star Wars video games) Download: - Download Windows standalone - Download Unity project

[Unity] Projectile equation: trajectory prediction

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Today, I implemented a projectile equation to get a trajectory prediction. It doesn't take care of weight, wind and drag, but it cover enough the basis. The script is ready to use. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 using UnityEngine ; using System.Collections.Generic ; public class ProjectileEquation { [SerializeField] public static Vector3 s_StartVelocity = Vector3.zero; [SerializeField] public static Vector3 s_StartPosition = Vector3.zero; /// <summary> /// Get X /// </summary> /// <param name="t">Time</param> /// <returns>X coordinate at t time</returns> private static float GetX ( float t) { return s_StartVelocity.x * t + s_StartPosition.x; } /// <su...

[Unity] Making a tower defense in 32 hours

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Context Recently I have participated to a custom Game Jam. The rules: 32 hours to make a game on the given theme "7". So we were in a team composed of 2 gameplay programmers, 3 graphic artists and 1 game designer. After 2 hours spent for a brain storming, we finally found the idea: a tower defense. The game The game consists in a cycle of 7 days and 7 nights. At day, you must place and upgrade your defenses. At night, you must survive, but for this you have your defenses built and a tower you can control. Controls ZQSD / Arrows : move camera Left mouse click:  - Day: - Place selected tower - Night: Fire on the mouse position in the world Right mouse click:  - Day: Upgrade a tower Screenshots Video   Download Download windows standalone

[Tool][UE4] KD Launcher

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Today I'll show you a launcher I've made, useful when you have not implemented your options menu yet. This launcher allow to final user to set graphics settings just before to launch the game. It's compatible with any games made with Unreal Engine 4 . KD launcher is a standalone application, so you don't need to use any plugin, just place the files in your game root folder and it's ready to use. Download launcher