Switch Theme:

WH40K Assault Dice: Official GW Dice rolling app for 40K on iOS and Android  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in th
Pyromaniac Hellhound Pilot






So this is how Fortykay survives and thrives to the 2nd decade of the 21st Century. even dices are digitalized.

Yet my taste is this.




My perfect match opponent. and casino-grade translucent 'ruby red' dices. is this dice legal in a generic 40k game? and how well does it rolls compared to standard GW dice?



http://www.dakkadakka.com/dakkaforum/posts/list/408342.page 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





The Rock

It's a GW product so yeah. Legal.

AoV's Hobby Blog 29/04/18 The Tomb World stirs p44
How to take decent photos of your models
There's a beast in every man, and it stirs when you put a sword in his hand
Most importantly, Win or Lose, always try to have fun.
Armies Legion: Dark Angels 
   
Made in th
Pyromaniac Hellhound Pilot






^ nah i'm referring to the red ruby dice seen in the video i've shared earlier. I know that the Assault Dice app is GW product.



http://www.dakkadakka.com/dakkaforum/posts/list/408342.page 
   
Made in us
Fresh-Faced New User




Hi all, thanks for talking about the app. I'm one of the developers over at Mesa Mundi and figured I could clear the air and try to answer any questions you folks might have.

To start, let me explain who/what we are and how this all fits together:

+ Mesa Mundi is a Unity (and other language) software development shop
+ Lifeform is a software design company and owns the official GW license for the Warhammer 40,000 dice app
+ Games Workshop provided feedback and some guidance (and the licenses)

Both teams at Lifeform and Mesa Mundi are hardcore tabletop gamers. We love dice as much as any ork player. So when we were presented the opportunity to build out a digital dice roller for Warhammer, we went above and beyond to create a system which simulates real world dice.

Our dice use an invisible shell called a collider to manage physics. This collider does not have to be the same shape as the visible die object. In our system, we opted to go with the statically accurate cube shape for our collider. This allows our dice to roll extremely well in repeat performance tests. There are several upsides to this model. A cube collider, or box collider, is extremely low cost on mobile platforms. Additionally, the cube allows us to have any shaped mesh inside and still roll correctly without the internal shape impacting our events.

To see some lovely dice statistics take a look over here at anydice.com. Toss the follwing into the top field and hit calculate -- 'output 200d6'. Select Graph from the output format to get a more easily viewed result. You'll not that the statistical average for rolling 200d6 is between somewhere around 625 - 775. Our model returns very similar results without relying on programmatic randomized functions -- whee! Now for a less mathematical look at how we roll.

The rolling model for our dice is based, predominantly, on our physics engine. We do not use randomization for die face number generations. Instead, randomization is used to determine a range of angular velocity along all axis and a vector for dice based on the action, adding or rolling. All of our dice interact with each other creating a realistic physical model for rolling all of the dice on the table at once.

This is the core reasons we have "dice caps" on number of dice per pane. These values are based on hardware limitations per device. To manage the math required to track a complex system with so many elements can be intensive. The reason we opted to go this route vs. the more common "removal of physics when rolling" is to keep the simulation accurate and fair.

That being said, we're working on additional methods to manage our simulation which should allow any device to roll 200+ dice -- although more than 200 dice on the screen become increasingly hard to see.

Anyway, as I initially stated, feel free to reach out with additional questions or suggestions. We're not looking to build a tool that plays the game for you, but instead a tool which helps you play the game the way it was intended to be played!

Oh, and we're working on the Android build currently! We want to get the various aspect ratio issues sorted out before launching on Android. What this means is that we launch for Android, iOS will get a bump at the same time enabling 3:4 aspect ratio on iPADs.

   
Made in gb
Grim Dark Angels Interrogator-Chaplain





The Rock

Interesting stuff!

Cheers for dropping by, assaultdicedev

AoV's Hobby Blog 29/04/18 The Tomb World stirs p44
How to take decent photos of your models
There's a beast in every man, and it stirs when you put a sword in his hand
Most importantly, Win or Lose, always try to have fun.
Armies Legion: Dark Angels 
   
Made in gb
Mysterious Techpriest







assaultdicedev wrote:
Hi all, thanks for talking about the app. I'm one of the developers over at Mesa Mundi and figured I could clear the air and try to answer any questions you folks might have.

Spoiler:
To start, let me explain who/what we are and how this all fits together:

+ Mesa Mundi is a Unity (and other language) software development shop
+ Lifeform is a software design company and owns the official GW license for the Warhammer 40,000 dice app
+ Games Workshop provided feedback and some guidance (and the licenses)

Both teams at Lifeform and Mesa Mundi are hardcore tabletop gamers. We love dice as much as any ork player. So when we were presented the opportunity to build out a digital dice roller for Warhammer, we went above and beyond to create a system which simulates real world dice.


Our dice use an invisible shell called a collider to manage physics. This collider does not have to be the same shape as the visible die object. In our system, we opted to go with the statically accurate cube shape for our collider. This allows our dice to roll extremely well in repeat performance tests. There are several upsides to this model. A cube collider, or box collider, is extremely low cost on mobile platforms. Additionally, the cube allows us to have any shaped mesh inside and still roll correctly without the internal shape impacting our events.

Spoiler:
To see some lovely dice statistics take a look over here at anydice.com. Toss the follwing into the top field and hit calculate -- 'output 200d6'. Select Graph from the output format to get a more easily viewed result. You'll not that the statistical average for rolling 200d6 is between somewhere around 625 - 775. Our model returns very similar results without relying on programmatic randomized functions -- whee! Now for a less mathematical look at how we roll.

The rolling model for our dice is based, predominantly, on our physics engine. We do not use randomization for die face number generations. Instead, randomization is used to determine a range of angular velocity along all axis and a vector for dice based on the action, adding or rolling. All of our dice interact with each other creating a realistic physical model for rolling all of the dice on the table at once.

Spoiler:
This is the core reasons we have "dice caps" on number of dice per pane. These values are based on hardware limitations per device. To manage the math required to track a complex system with so many elements can be intensive. The reason we opted to go this route vs. the more common "removal of physics when rolling" is to keep the simulation accurate and fair.

That being said, we're working on additional methods to manage our simulation which should allow any device to roll 200+ dice -- although more than 200 dice on the screen become increasingly hard to see.

Anyway, as I initially stated, feel free to reach out with additional questions or suggestions. We're not looking to build a tool that plays the game for you, but instead a tool which helps you play the game the way it was intended to be played!

Spoiler:
Oh, and we're working on the Android build currently! We want to get the various aspect ratio issues sorted out before launching on Android. What this means is that we launch for Android, iOS will get a bump at the same time enabling 3:4 aspect ratio on iPADs.




Kudos, sir. Intresting way of 'generating randomness' in the roll - i like that your physical action actually causes variance!

As mentioned by another member on the first page, if that scatter dice function can track it's angle accurately while you move the phone, then it makes this app quite attractive.

There's some serious coin in making an app for tracking the scatter of a blast template i recon - might work nicely with the existing scatter function on your app?
You could roll for scatter, use the camera to select a point it scatters from and track the final position of the blast and display it like an 'augmented reality' game.

This message was edited 1 time. Last update was at 2015/10/09 20:21:08


https://www.youtube.com/channel/UC-px27tzAtVwZpZ4ljopV2w "ashtrays and teacups do not count as cover"
"jack of all trades, master of none; certainly better than a master of one"
The Ordo Reductor - the guy's who make wonderful things like the Landraider Achillies, but can't use them in battle..  
   
 
Forum Index » News & Rumors
Go to: