- 91
- 368 043
Zolden Games (Zolden)
เข้าร่วมเมื่อ 14 มิ.ย. 2009
Mostly gamedev related stuff. I'm an indie game developer, and on this channel I showcase my games on different stages of development.
I used to create maps with SC2 Editor, then moved to Unity to create standalone games for PC and mobiles.
I used to create maps with SC2 Editor, then moved to Unity to create standalone games for PC and mobiles.
Physics engine: 2d printing matter, ropes, lasers
The game is based on physics simulation. It is far from being published, but you can wishlist it already: store.steampowered.com/app/3343970/Simulario/
มุมมอง: 404
วีดีโอ
Forest Tinder
มุมมอง 104ปีที่แล้ว
This is a video from my game Mines and Magic. Wishlist it on Steam: store.steampowered.com/app/884640/Mines_and_Magic/
Variety of units in Mines and Magic
มุมมอง 108ปีที่แล้ว
Enemy units are fighting each other in pre-setup battles, to show their abilities and overall graphics. Sorry for low fps, my computer struggles to run both the game and recording software. The game alone works smooth. Here you can check out the game: store.steampowered.com/app/884640/Mines_and_Magic/
Mines and magic - standalone version
มุมมอง 1.8K6 ปีที่แล้ว
Another popular SC2 arcade mod has become a standalone game. store.steampowered.com/app/884640/Mines_and_Magic/ In many aspects it's a different game than the sc2 one. It focuses on a singleplayer experience, has many levels and additional gameplay features (artifacts and spells, for example). Later the game will have a multiplayer mode added.
Hallo Spaceboy game: retro style and modern tech
มุมมอง 3476 ปีที่แล้ว
Hallo Spaceboy is a retro space shoot'em up with nice AI, physics, story and RPG elements. It's available on Steam: store.steampowered.com/app/868010
Jelly in the Sky - new levels
มุมมอง 12K7 ปีที่แล้ว
I've added new levels to the singleplayer campaign of Jelly in the Sky. Now there are 21 levels total. The video showcases some of the new ones. Game's Steam page: store.steampowered.com/app/593530/Jelly_in_the_sky/
Graphic novel editor is completed
มุมมอง 5077 ปีที่แล้ว
I've finished creating the editor for a graphic novel kind of game. The resulting game can be built for any platform - mobile, PC, Mac, Linux, just any, cause it's Unity. The video showcases the details of editing routine. The editor also includes a translator (not shown) that is a convenient tool to translate the game to any language.
Движок для создания графической новеллы
มุมมอง 5027 ปีที่แล้ว
I created an editor for a visual novel kind of game. After finished editing we can build the game for any platform - mobile, PC, Mac, Linux, just any, cause it's Unity. The video showcases editing process. The editor also includes a translator (not shown) that is a convenient tool to translate the game to any language.
Physics simulation based arcade gameplay
มุมมอง 2.9K7 ปีที่แล้ว
Physics simulation based arcade gameplay
How Minoan civilization may have been destroyed
มุมมอง 10K8 ปีที่แล้ว
How Minoan civilization may have been destroyed
Destructible ground done with compute shader
มุมมอง 11K8 ปีที่แล้ว
Destructible ground done with compute shader
Realtime explosions of simulated 2d physical ground
มุมมอง 4.2K8 ปีที่แล้ว
Realtime explosions of simulated 2d physical ground
Realtime gpu simulation of liquid - 100K particles
มุมมอง 3.5K8 ปีที่แล้ว
Realtime gpu simulation of liquid - 100K particles
VFX I created in Unity (particle systems only)
มุมมอง 2.2K8 ปีที่แล้ว
VFX I created in Unity (particle systems only)
Как описывать юнитов в моём движке на юнити
มุมมอง 5209 ปีที่แล้ว
Как описывать юнитов в моём движке на юнити
Mines and Magic for mobiles (first look)
มุมมอง 3K9 ปีที่แล้ว
Mines and Magic for mobiles (first look)
TD game for mobiles I'm making with Unity
มุมมอง 7829 ปีที่แล้ว
TD game for mobiles I'm making with Unity
Yo! Nice engine you build from scratch. Keep up the good work!
i thought this was a physics demo from 2016
Yea, looksl ike, but it's a new stuff.
is it made in unity because i want to code those kinds of physics for the level editor and the main game
Yes, it's Unity. I used compute shader to run the physics on GPU.
Hey Zolden, this looks real promising and professional. Im working on my own 2d version of something like this! Cant wait to try your games someday!
Didnt hatchling make this?
Just when you thought SC2 couldn't get any better...
I visited your channel in search for info about your 2d physics engine, didn’t expect to be distracted by this 😂
Check my twitter, there's some vids from my 3d physics engine. But also I'm working on the new 2d physics engine. x.com/ZoldenGames
Hell yeah, not only is this satisfying but also just downright awesome.
This seems awesome, but seems like lag could be an issue
Crazy stuff
Looks pretty good man
What happened to this gem!
❤❤❤
Looks fun!
Looks great!
What engine did you use and is this done all with compute shaders?
I used Unity. All the physics is done on compute shaders. UI, VFX and input is done on cpu side.
@@ZoldenGames Thanks, cool work!
@@borzonstudios8638 thank you)
Interesting, yet it's 5 years old. I wonder when we will achieve real time rendering/solving of complex SPH scenes with something like millions of particules. Movie-like physics in real time video games will be great
I experimented with these simulations on an old laptop videocard. Modern cards can do million particles. But developers bet on better graphics rather than physics simulation in games. I might create another physics based game at some point.
@@ZoldenGames do you think with today cards we could achieve both good graphics and accurate complex fluid physics in real time? What about something as in the following video for example : th-cam.com/video/3Y_QTY4C08I/w-d-xo.html I think there is a certain amount of particles that today's gpus cannot handle in realtime, but I don't know what this limit is and what other visual features we should sacrifice to achieve. Maybe 2 high end gpus could do it but not 1 GPU, and programmers make games for PCs with 1 GPU which is the most common configuration
@@endyx2708 I think something like the water in the video you linked can be achieved, but with some optimisation. When realtime simulation is a limiting factor, something should be traded off, but still it can be quite realistic. For example: th-cam.com/video/huZ8UFcWqyg/w-d-xo.html In this game there's some liquid mechanics, along with general soft body deformation. It's an example of good optimisation, there's not that much particles used. Though, it's also a 5 years old game. Modern gpus would allow much more. Another example: th-cam.com/video/0EPWjmb6KfQ/w-d-xo.html I don't know if there's any more recent particle simulation based games. If there are they could afford much more particles these days, and still have capacity for nice rendering.
@@ZoldenGames in claybook there seem to be a very few amount of particles. They are smoothed, it seem to be something like metaballs. But to achieve realistic waves like in the previous video, you need maybe tens of millions of particles, which may need minutes or hours to render a few seconds at 60fps. I think we are style far to see that amount of particles in realtime video games.
@@endyx2708 Based on my experience with simulations, I'm inclined to expect that rtx 3090 is able to run a realtime simulation of 1 million interacting particles in 3d, to model a realistically looking water. It might consume all its computational power, but still it's possible. This can be combined with some cpu side physics, to have some kind of boat on that water, that the player could control, and make it a game. Some simple rendering could also be done in this scheme. So, if we take an extreme case of a million particles, it's still possible on the top card currently on the market. Next generation, the 40 series will probably be able to solve this with ease. But my point is that we don't have to either stick to extremes of a million particles or opposite extremes of 100 particles, like we've seen in Claybook. It's possible to simulate 3d water with 100K particles. It will still look great and could be used for gameplay mechanics, but it won't require the very top card. In my game some levels use 40K particles, and it gives a nice simulated world experience. And it works on 5-7 years old cards. So, simulated world with really good water, destructuability and soft bodies is totally doable on modern cards. The only problem here is that there will be some engineering efforts required to do all the coding, optimisation, cute rendering, gpu-cpu interaction, as well as game design to utilize all those physics in a functional way. It would take a small to mid studio to work for a year to create a game like this, it would cost one to few millions dollars. But market doesn't have examples of a physics based game to generate a profit worth risking for. So, no studios are attempting to create such product. But technically it's already possible. Maybe it's a quiestion of some indie enthusiast to do all the work and make a nice game, that makes millions, and then bigger studious could start investing in physics based gameplay research.
Gud
Wow
Wow
This is a huge game were can we get it
Well, on Steam. The video's description has the link.
даешь новые червячки
WoW
Очень годно получилось)
Reminds me of xDestr for warcraft 3 :) th-cam.com/video/0gGo9T1oabU/w-d-xo.html
If you fix the cannons getting bugged in the tank/ground such as the wheels and add better aiming, the game's good
Не забросил еще?
Пока на паузе, работаю над другой игрой. Хотя скоро залью апдейт, а то на мощных видюшках она слишком быстро играется.
@@ZoldenGames Рад, что не забросил.
This is great! Is the particle physics based on SPH at all? How do you keep particles together that belong as an object?
It's based on particle interaction, no hydrodynamics math involved. They stick together by the force modelling real particle to particle interactions.
Can you tell me how you coded the AI? Did you use math inside it? I have my mind on learning AI and ML someday. Currently, I'm a web developer but thinking about learning game development on the side.
It's a trivial heuristic based AI. Enemy tank is aware of the projectiles around it and he's trying to avoid being on the line the projectiles follow. And aiming is done by predicting where the player will be in a couple of seconds after launching the projectile. So it all is just a little bit of vector math.
@@ZoldenGames Cool ❤ usually its these simple mechanics that contribute to a bigger picture. This sort of predections I have seen in games like killing floor, of course any game with bullet physics uses this but in that game I noticed it.
йухууу! получилось наконец-то! класс! благодаря этому видео - могу spritesheet загружать из Heroes of Might and Magic 3 прямо в SC2 Editor. Осталось только разобраться со всем остальным))) ушло всего 3 дня пока разобрался. Всем смотрящим - очень важный момент, перед запуском preview - не забудьте перетащить шар со спрайтами на плоскость, иначе как я будете биться головой об стенку и не понимать почему не работает)
Я пять лет работал в редакторе ск2, почти каждый день, но так и не достиг совершенства.
Поздравляю! Молодец, что не отступил и разобрался.
@@ZoldenGames спасибо большое, и за видео тоже
@@ZoldenGames "а как дальше?" - вопрос риторический ) родные мануалы на SC2 более недоступны, они на американском сервере, туда даже под прокси/впн не пускают. подскажи каким ресурсом лучше пользоваться для туториалов? их море, глаза разбегаются
@@redorcredorc8090 А что именно ты хочешь сделать? Я всю информацию получил на форуме sc2mapster.com Там почти на любой вопрос можно найти ответ, потому что его уже задали и ответили. Или спрашивать можно, публика там дружелюбная
я бы хотел узнать о возможности платной консультации
I tried to follow this video twice. All goes good till I reach SC2 Editor. Editor says that it throw out some commands. It seems to me that Sprite Sheet I used isn't good for this method. Please advise which type of DDS spritesheet you used? did you use DXT5 of DXT3 type? What will you recommend to refer for Sprite Sheet preparation for this specific video?
It was DXT5
это просто фантастика
как ты это сделал?!!!!))))) я застрял на уровне разборок с dds файлами, альфа каналами итд. посмотрел это видео и руки опустились)
если руки не опускать и очень много времени и усилий приложить, то могут получиться невероятные вещи, редактор ск2 - мощная и гибкая штука
@@ZoldenGames я пытаюсь сделать спрайты из HOMM3 и вставить их по тому методу что ты показывал. Но я к сожалению нигде не могу найти туториал как правильно подготовить сами спрайты. Одни пишут что надо dds в dxt5 сохранять, другие за dxt3. Я попробовал оба способа, чет не получается. Может там есть какая-то фича о которой все знают, но не видят смысла про нее рассказывать? Carbot выложил много видео о своем моде, но никаких подробностей о том как он делал sprite sheet
oops, I thought my idea to make HOMM 3 RTS on SC2 is new))) 8 years later
Что делает size в перечислении enum? Вижу, автор добавляет его в конце и использует в некоторых других строках. Это какой-то оператор или просто переменная для удобства?
для удобства, чтоб массивы создавать
@@ZoldenGames что бы легче было находить последний элемент? или я неправильно понял?
@@gwynbleinn просто чтоб размер массива знать, int-значение последнего элемента enum - количество элементов
@@ZoldenGames спасибо
Hi Vsya Milov, how are you? it is so long that we do not feel, I have come across this project and I write here because I know that you put so much passion to create the nation's rise of legends about starcraft. i case you I wish many beautiful things. take care of yourself, byeee. rol.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=5,963,,365
Это просто ор какой-то:))) Графика мне такая не нравится, но то что всё желеподобное - это очень круто! Красавчик
Я ахуел...
I love it when my cat Gus does this. Where do they learn it? God put it in their little brains? Thanks!
This is cool! I would like to try it out.
Можно ли скачать ваш движок или что-то вроде этого?
Неа, я его сам использую)
хочу варкравт 3 с такой физикой и графой, сверхсасно
This is GDC worth, you should give a talk, or at least make a video about how you made this crazy game
Говно игра, 1й уровень не возможно пройти, всё лагает. Не качайте это говно.
Как называется опера?
Виктор Аргонов "2032"
Не мешало бы добавить экономики для разнообразия, раз карта настолько большая. Люблю игры на подобие цезарь 3 и lords of realms 3.
С экономикой порядок. 5 видов ресурсов, возможность вкладывать их в шахты, чтобы увеличивать доход. Для подобных игр это уде довольно много. Но если ты о том, чтобы строить производство и из ресурсов делать что-то ещё, то я над этим думал. Мне самому цезарь 3 и lord of realms 3 очень нравятся, и я бы с удовольствием двигался в этом направлении. Но в ближайших планах пока доделать то, что есть. А там поглядим.
Is this world made out of sponge cake??
It is an old version, physics were indeed closer to cake then. But in the current version stuff's more solid. Here, for example: th-cam.com/video/0AQXhEa_P2M/w-d-xo.html
На телефоны планируешь выпустить ?
play.google.com/store/apps/details?hl=en-gb&id=com.Zolden.hallo_spaceboy_lite
Привет. Где можно скачать эту программу? Спасибо
Пока нигде, она ещё в разработке.