Thứ Hai, 18 tháng 2, 2019

Youtube daily game Feb 18 2019

PLANTS vs ZOMBIES

For more infomation >> Game seru#PLANTS vs ZOMBIES 2# - Duration: 8:01.

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Devil May Cry 5: Hivatalos 2018 Game Awards Előzetes [HU] - Duration: 4:25.

For more infomation >> Devil May Cry 5: Hivatalos 2018 Game Awards Előzetes [HU] - Duration: 4:25.

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game of throne S03 episode 06 john snow story 28 - Duration: 9:00.

For more infomation >> game of throne S03 episode 06 john snow story 28 - Duration: 9:00.

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Hamsters vs Zombie Cats - Idle Defense - Game Gameplay Trailer (Android, iOS) HQ - Duration: 10:04.

Hamsters vs Zombie Cats - Idle Defense (by Aviador / InMobile) - Game Gameplay Trailer (Android, iOS) HQ

For more infomation >> Hamsters vs Zombie Cats - Idle Defense - Game Gameplay Trailer (Android, iOS) HQ - Duration: 10:04.

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Pubg game play | Pubg Mobile | Ultimate Guide To Become papçi oynu 1 - Duration: 2:43.

For more infomation >> Pubg game play | Pubg Mobile | Ultimate Guide To Become papçi oynu 1 - Duration: 2:43.

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Cricket Game Khel Kar Paytm Cash Kaise Kamaye | Dream Cricket Game Khel Kar Paise kaise kamaye. - Duration: 6:06.

Follow me on instagram - arpit_this

For more infomation >> Cricket Game Khel Kar Paytm Cash Kaise Kamaye | Dream Cricket Game Khel Kar Paise kaise kamaye. - Duration: 6:06.

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Hack Game Bầu Cua - Thủ Thuật Chơi Game Bầu Cua Luôn Thắng - Duration: 6:35.

For more infomation >> Hack Game Bầu Cua - Thủ Thuật Chơi Game Bầu Cua Luôn Thắng - Duration: 6:35.

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Halo 3 – Anatomy of a Game : Engineering (BTS VOST) - Duration: 8:29.

Games are nothing without suspension of disbelief, of you losing yourself in that environment.

We create a fantasy war, but even fantasy war has some resemblance to real war.

Water looks like water and rocks look like rocks and explosions look like explosions.

Then you are engaged through the plot on a much more visceral level.

The way that the engineers and the artists work together is one of my favorite things about Bungie.

You've got these insanely brilliant mathematical types that are really passionate about this new technology.

I've seen a lot of ideas that have started from the engineering side,

where engineers said hey there's this technology I know how to use or this thing I think I can do.

He definitely had a long-term vision of the graphic system,

he had some fundamental ideas early on that he thought were gonna be really important.

Halo 2 had a water system that looks really good. But it has a lot of limitations.

It's pretty convincing from a high angle but when you add high-level, the effects breaks down.

We were not actually rendering water as geometry.

In the beginning we'll have to do a little bit of selling. We have to say hey look at this cool water.

It's gonna be awesome we're gonna do weather, we're gonna do water and the artists then gets extremely excited.

Halo 3 is based on a new platform of Xbox so in the new generation we make the water surface animated.

You can interact with it, you can you know throw things in the water and equates ripples and it looks great.

Probably the most fun thing about the water is that the bodies float in it.

So you can shoot people and watch them float downstream.

When we first began our endeavor with building interactive water for Halo 3,

we had given examples of small pools of water, little streams, rivers and that kind of thing.

We just freshly deliver the water and then the water support happen to have ocean waves on it.

What it turned out that we needed a lot more of small creeks, babbling brooks and rushing rivers.

– Water's pretty tricky my first attempt yesterday, it was pretty bad. – I think it's cool.

– You think it's cool? – Yeah.

Tell Marcus you think it's cool.

Ocean waves and a stream doesn't work at all.

You want every creation you make to be beautiful but with limited budgets it's hard.

If you're trying to integrate something saying cool things into the game engine, you have pretty limited budget.

You have to be really strategic with how you plan your assets that way.

So Shiek will create a version of the water tool and then we'll try it,

there'll be some things that we want to use differently from an artistic perspective and so we give them feedback.

Our water shader is pretty highly customizable the artist can change it's mechanisms

and you also can change the color of the water, you can change the transparency and it's often used of the way.

We also have ways for them to paint different parts of the water parameters.

And then the engineer looks at it goes oh wow I never thought you'd be doing something like that with my system

but that's so cool looking that I want to make a better system for you to do that.

And nobody knew what it was going to turn out like and then when it came time for the beta which is when it really came together, it was awesome.

Pretty soon you'll see water shows up in every level so it basically means if you have something cool,

they'll actually go out of their ways making sure that the technology gets used in the right way.

We're more of a partnership than a competition because everybody wants their level to go for the best.

Halo right from the start has always been a game about shooting people and having them die.

Every different type of gameplay interaction you need in Halo needs to be implemented specifically in the damage system.

Damage is kind of one of the base layers of communication between all of our objects in the game.

The damage system keeps track of all of the interactions where some input is damaging some objects in the world.

The one thing that all the objects in the Halo world have is this bounding sphere which is a simple representation by which we can intersect two objects.

The red spheres are active objects meaning they're actually running animations so they're going to take up a little more performance.

The blue spheres are things that aren't running animations but are updating

and then the yellow spheres are things that are completely inactive and so they're passed over very quickly when the game is processing.

So the bounding spheres are just a course way of figuring out what we're going to hit.

To go further you actually need to look at their collision models.

This is a set of this green geometry when we shoot this object here,

it's on that green geometry that we spawn off sparks and it's what the projectiles actually hit.

Through the damage system we're actually commuting different parts of the object into more destroyed states,

so you can see the tires coming off you can see the chassis changing to more destroyed states.

You take a look at a vehicle like the Warthog and it's tremendously complicated to set that up.

Fully loaded with a bunch of guys writing in it. That warthog is made up of probably about 11 different objects.

So when that warthog is smoking, it has taken a lot of damage and finally our rocket comes in

and we detect okay the rocket has finally struck the Warthog what needs to happen?

We look all the different damaged sections on the Warthog for hubcaps and tires and things like that.

If any of them were particularly near the epicenter of the blast then we're gonna detach them and blow them off and accelerate them away.

You just have this cloud of expanding objects that's now gonna go flying through the air.

When you sort of trace it through the game actually realize that the object system says "Oh well, you're actually gonna destroy the vehicle

that these guys are in I need to eject them from the vehicle". Physics says "Oh well, these guys are dead I'm a start rag dolling them".

IAs you know making the guy scream "Oh my god, we've just been killed".

Since the damage being passed from one object to another is the thing that makes these cascading relationships happen.

The relationship between the AI programmers and the mission designers is one of the key communication lines at Bungie.

I think the interaction between design and engineering

is that design asks for the sky and engineering delivers the earth.

Because we're engineers we are like really into doing things physically correct.

In a lot of ways what rules everything is the simulation and sort of the coherence of the sandbox.

The sandbox is all of the characters, weapons and vehicles in the game

and how they interact with each other through damage and AI the player control.

All of the entities that are running around this world have their own rules for how they move.

Everything reacts according to laws of gravity. Things collide, they bounce off each other.

Jaime's just got tons and tons of different sort of knobs and dials when it comes to physics that he can tweak,

that can have dramatic changes on how the Warthog drives around in the environment.

The green rectangles are relative velocity so that's how the tires know how much they're already slipping.

How much friction do you have when you're sliding. You know, what happens when you land nose down on a jump can you save it.

The maximum speed that the Warthog can actually go at is a result of all kinds of really complicated sort of system interactions.

How much gravity is applied to that wheel? What's the behavior on a twenty percent incline…

Of the gear ratios, of the gears that the board hog happens to be running in at the time.

These are sort of all the things that just going to getting one vehicle right.

The end result is you have a world that is extremely complicated, obeys lots and lots of rules

but you're able to take advantage of it and make plans and outwit it in a certain way.

Is it Engineering's game or is art's game or is it the designers in charge of everything.

I think it's a collective decisions.

Trying to manage everybody's different passions and keep everybody happy and productive and working and passionate. It's hard!

I'm sure that Jaime will tell you that he owns the sandbox and I'm sure that

Damian and the engineers will probably tell you that they own the sandbox,

but to me it's pretty clear that the people who own the sandbox are the people who buy the game

and the people who do their kinds of creative things within that sandbox that we could never have dreamed of.

For more infomation >> Halo 3 – Anatomy of a Game : Engineering (BTS VOST) - Duration: 8:29.

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Disney Pixar Brave • [The Movie Game] • 100% Walkthrough (PS3, X360, Wii) Prologue - Duration: 10:36.

is it mumbles cheese

you probably didn't even expect to see a princess cheating a bear through the

forest but that's fighting I've barely been accused of acting like a princess

I'm it bothers the bear king of dumb broke he taught me to swing a sword

but presiding over the court that's my mother's speciality Queen Eleanor the

diplomat she's always trying to teach me to be a proper princess she doesn't

understand me she doesn't even tried I wish I wish she were different

here's a fine weapon

these storms look like the must deuce stay on them in the second week

jumping

can't keep chasing our this is all that when she falls below

the whip barely be back to the witch's cottage

mom had her own plans for my life she didn't even care what I wanted so I ran

away and I find myself at the witch's cottage was it someplace views are just

there because I wanted it to be I ordered the wish to give me a smell

demanded it

these storms are amazing what if dad's ever seen them

you you turned my mother into a beer this is all your fault oh but who am I

to refuse the future Queen of dunbroch all right but you tricked me anger and

mistrust that's what caused this in the first place you caused this no child

this match is far older than a spell that changed your moment Norma gold and

terrible Baroness a mistrust began to stock these fours but the Beast lives on

more Jews kept alive by anger and selfishness

Blighty and resurrecting all manner of terrible creatures for me ass harpies

spirit wounds and it's twisted my own magic tour making the results way stones

is corrupted you must defeat the creatures to cleanse the way stones and

turn back the blights me why do I have to do it because you silly girl you're

the best archer in this kingdom well aren't you but can I trust you

your mother would be trapped like that forever no choice Lenny

I almost take this child you'll need it's health to cleanse the first waste

gabbing about the lights already spread here to my own home

to help me against the monsters these woods were dangerous even before the

blight

well I can turn this clear and back to normal I should be able to restore the

rest of the forest and mum maybe that old witch was telling the truth and that

means Mordor was just here

now when you're ready I'll open you lands to explore you must travel soon

each land and spends all of the way stones were the net to care

For more infomation >> Disney Pixar Brave • [The Movie Game] • 100% Walkthrough (PS3, X360, Wii) Prologue - Duration: 10:36.

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The Bigger Game - File 03: The Trophy Room {Audio} - Duration: 2:23.

-nd speedi - oh.

Uh, sound speeding. Room tone.

Um, Hux, could you, uh...

(Clap)

(Clap)

Thank you.

Huxley has taken me into a room over.

I'm looking up right now and I see quite a few hunting trophies

on the wall of...

(Nervous chuckle)

Well, they are certainly not grizzly bears.

Well, that one right there, uh, that one's a, uh...

That one's a bigfoot.

Uh, not the same one that gave me this right here though, uh -

Haven't gotten that one yet.

Hux is pointing to a large scar on the area between the neck

and the bottom lip.

Hmm?... Oh! Oh, right, radio, radio...

Well that one... uh, think that one's called a, uh

"tallypoo," or, uh, some...

"Tailypo?"

Something like, uh, that. Yeah.

Got his tail the, er, first time, uh...

Then he stalked me back to my cabin here to

try to get it back.

Real fighter, that one there.

Right...

So you mount all your prey here as trophies?

Only - only the ones that earn it.

Most of the others, usually, I, uh -

Well, I donate the extra meat to uh... the shelter in town,

don't... got time to eat all it myself.

People are eating... bigfoot meat.

They think it's just deer, or - or bear.

But you know, uh...

Chewier than usual. (Chuckles)

Hey, you sure you don't need another

drink or something, you look a bit, uh...

No thank you, I... I'm good.

Eh, so...

Going out and finding these cryptids must take quite...

- a lot of time, I'd imagine.

First couple, yeah. Yeah.

Course, you know, after a - after a while, they, uh...

Keep sending them right to me.

What d- Uh!

(Struggling)

For more infomation >> The Bigger Game - File 03: The Trophy Room {Audio} - Duration: 2:23.

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How I Improved My Platformer Design | Game Dev Experiment Series - Duration: 4:31.

If I'm not happy with the game, why anyone else would?

Hey, guys!

Today I want to share with you one of my recent insights

about how small tweaks in the level design can lead to a huge change

in how the player actually feels about the game.

And today we will talk a lot about the feelings,

because it's my main criteria for making decisions in the game.

So, let me show you something first.

This is the gameplay footage that I've recorded a couple of weeks ago.

And this is the game prototype,

so that's not the final graphics

and it's not the final level design

and even not the final animations.

But there is something very fundamental that doesn't feel right.

It took me a while to understand what's not right here.

And that's probably because that's my first game development project.

And I don't have any proper education about the game design.

But, anyway, I'm glad that I've understood this one.

Alright, now to the point.

There is a game series called Unravel

and you probably know them.

The developers of this series have achieved

a very important effect that I want to create in my game, as well.

This is the effect of small characters in a huge world.

And the world is, basically, the real world.

With all the objects that are used by humans.

And, unfortunately, the level that I've created

was not exactly believable.

As you can see.

So, again, the first step is to identify what actually the problem is.

And here at the problem is obviously the scaling.

The scaling is not right.

So, I've started to experiment with the scaling.

Made a lot of objects actually larger.

And here is the result.

Feels great, right?

Not exactly.

I've solved one problem and created another one.

Can you tell what the problem is right now?

You can see that the background right now

looks better than it used to be.

The scaling of the fence and the grass and the bushes

feels better right now. Feels right.

But our main character, Mandarina, should be the focal point.

And because the grass is taller right now

I don't really feel the difference between

Mandarina's leaves and the grass.

And, frankly speaking, previously

the background was really empty.

But right now its really busy.

So I've tweak it once again.

And here is the result.

Now I actually feel that I'm on the right track.

And I feel good about it already.

That was my main intention.

Because if I don't feel good about the game,

who will?!

And I'd love to hear from you what do you actually feel about the game

and about all the changes that I've done.

So, please feel free to leave your comments down below.

There is one more thing that I've done last week.

I'm trying to improve the character animations

because I'm not happy with them.

They are not satisfying enough.

The combat is not satisfying enough.

So, I've posed a couple of animation videos

on Esoteric Software forum.

And I've asked for help.

Bottom line, I was politely told that my animations suck.

I know that they suck.

This is why I'm asking for help.

The movement is not right,

the transparent effects are not good.

And I've also been told that I should replace the art.

And this is actually the only point that I can argue about

because, this is the art

these are the characters.

I'm not going to change them.

But I'm going to create the best animations possible

with the art that I have.

I've taken all this critique really seriously.

And I've done some changes to the animations.

Here's how it was before.

And here's how it is right now.

I like these new updated animations much more,

but I've put them to Unity

and except for the idle animations

I don't really feel like it's a game changer.

Like this is what makes the combat satisfying and enjoyable.

Not really.

In the end, this is a mobile game

so, I doubt that all these tiny movements

will be even seen on the small screen.

So, I'm thinking about maybe adding more particles

I want to make the combat satisfying.

And this is the second thing that I would love to hear from you:

What can I change in the enemy animations

to make the combat more satisfying?

Let me know what you think!

That's all from me. Thank you so much!

Don't forget to hit the subscribe button here below.

And I'll see you next week!

Bye-bye!

For more infomation >> How I Improved My Platformer Design | Game Dev Experiment Series - Duration: 4:31.

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How To Win Every Game Of Fortnite And Rocket League!!!! - Duration: 3:55.

sub to pewdiepie

For more infomation >> How To Win Every Game Of Fortnite And Rocket League!!!! - Duration: 3:55.

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US vs China: 'INTENSE game of chicken could ignite next global conflict' warns academic - DAILY NEWS - Duration: 4:04.

US vs China: 'INTENSE game of chicken could ignite next global conflict' warns academic

THE "intensified game of chicken" between the US and China over the South China Sea

"could well ignite the next global conflict", a leading academic has warned.

Richard Heydarian, a Manila-based academic and author, has claimed that we are "on

course for the moment of truth" as the tensions continue to group in the ongoing row.

The US is reportedly trying to stand up to what it believes are attempts by Beijing to

limit freedom of navigation in the strategic waters where Chinese, Japanese and other Southeast

Asian navies operate.

Both countries remain at loggerheads over US allegations for China's militarisation

of the South China Sea by building military installations on artificial islands and reefs.

Writing for the South China Morning Post, Mr Heydarian issued a stark warning that the

two nations could be heading for war.

He said: "The South China Sea disputes are fast approaching a moment of truth as Washington

embraces a full-spectrum strategy to challenge China's expanding footprint in the area.

"In particular, the US Navy is stepping up its freedom of navigation operations (FONOPs)

and now openly challenging China's so-called grey zone activities in the disputed region.

"If left unchecked, the intensified game of chicken between the two superpowers could

very well ignite the next global conflict.

"So far, the FONOPs have been provocative enough to encourage further Chinese assertiveness,

but not robust enough to check the Asian powerhouse's expanding military footprint in the area."

Mr Heydarian said American leaders have "effectively accused China of 'preparing for World War

3 by militarising a vital global maritime artery'".

The rising military tension comes against the backdrop of an increasingly bitter trade

war between China and the US.

The two sides are trying to hammer out a deal ahead of a March 1 deadline when US tariffs

on $200billion (£155billion) worth of Chinese imports are scheduled to increase to 25 percent

from 10 percent.

Escalating tensions between the United States and China have cost both countries billions

of dollars and roiled global financial markets.

The two countries are also at odds over regional security, including Washington's overtures

to the self-ruled island of Taiwan, which China claims as its own.

Mr Heydarian continued: "Far from dissuading China, the Pentagon's expanding naval footprint

seems to have only emboldened China to fortify its claims in the area.

"As Yue Gang, a former People's Liberation Army colonel points out, China is unlikely

to recalibrate its strategy, since grey zone tactics still enjoy a geographical advantage

against the US, and China's significantly expanding paramilitary forces could hardly

be challenged by other neighbours in the region."

"The upshot is a strategic deadlock, which underscores the importance of institutionalising

conflict-prevention mechanisms.

At the very least, the two superpowers could more assiduously implement confidence-building

measures such as the 2014 Code for Unplanned Encounters at Sea, which was designed to avoid

unintended clashes.

"Perhaps it is also high time for both sides to extend such mechanisms to their respective

white hull forces, including the Chinese paramilitary elements."

For more infomation >> US vs China: 'INTENSE game of chicken could ignite next global conflict' warns academic - DAILY NEWS - Duration: 4:04.

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ABFAIL Reflex Rage Game (by Prawn Star Studios) - Game Trailer Gameplay (Android, iOS) HQ - Duration: 3:18.

ABFAIL Reflex Rage Game (by Prawn Star Studios) - Game Trailer Gameplay (Android, iOS) HQ

For more infomation >> ABFAIL Reflex Rage Game (by Prawn Star Studios) - Game Trailer Gameplay (Android, iOS) HQ - Duration: 3:18.

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Best Dunks 2019 All Star Game With LeBron James, Giannis - Duration: 3:53.

For more infomation >> Best Dunks 2019 All Star Game With LeBron James, Giannis - Duration: 3:53.

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Uninstall Wcc2 & Rc18 And Download New High Graphics Cricket Game on Play Store in android? - Duration: 3:27.

hello guys welcome back to my channel amaan gamer & tech

video acchi lagi ho to please like kre share kre subscricbe kre aur bell icon pe click kre aur comment bhe zaroor kre

For more infomation >> Uninstall Wcc2 & Rc18 And Download New High Graphics Cricket Game on Play Store in android? - Duration: 3:27.

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PUBG GAME खेलने से हुई शादी | Couple Gets Married Because of PUBG Mobile 2019 | PubG Gaming Hindi - Duration: 6:15.

Like,Comment,Share,Subscribe

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For more infomation >> PUBG GAME खेलने से हुई शादी | Couple Gets Married Because of PUBG Mobile 2019 | PubG Gaming Hindi - Duration: 6:15.

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YUGI H5 - Tuyển tập những Trận Chiến Phù Thủy Cực hay - Thầnbài.vn YugiH5 - Duration: 10:20.

For more infomation >> YUGI H5 - Tuyển tập những Trận Chiến Phù Thủy Cực hay - Thầnbài.vn YugiH5 - Duration: 10:20.

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Critical Sniper Shooting - New modern gun fire game - Game Gameplay Trailer (Android, iOS) HQ - Duration: 10:27.

Critical Sniper Shooting- New modern gun fire game (by Veronica Velasquez) - Game Gameplay Trailer (Android, iOS) HQ

For more infomation >> Critical Sniper Shooting - New modern gun fire game - Game Gameplay Trailer (Android, iOS) HQ - Duration: 10:27.

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Zombie Fortress Evolution: Dino (by JurassicApps) - Trailer Game Gameplay (Android, iOS) HQ - Duration: 10:15.

Zombie Fortress Evolution: Dino (by JurassicApps) - Trailer Game Gameplay (Android, iOS) HQ

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