Developers - fix your volume sliders! |
- Developers - fix your volume sliders!
- Construct 3 now fully launched - Tried by over 100,000 users
- How does a game like Left for Dead or COD Zombies manage so many networked entities?
- SIMD/Vectorization Optimization - How are you utilizing this technology to optimize your engine? Where can it be successfully applied; which areas/domains benefit from its implementation?
- Unity-centric guide to Blender animations
- Want to make my first multiplayer game, how in over my head am I?
- Did anyone here dedicated themselves to learn drawabox.com for 2D sprites creation?
- How do 2D games like Enter the Gungeon handle omni-directional aiming animations?
- Really good game development guide for those who love a bit of guidance.
- I Read "Beginning C# Programming with MonoGame" So You Don't Have To
- Where are indie adult game creators?
- More than Luck: Strategies for Success on Steam (GCAP 2017 presentation)
- Modular game engines for learning
- How many (Intel) laptop gamers on Steam?
- GDC '17 talk on lessons learned from 12 months of Legendary: Game Of Heroes' growing playerbase and revenues is now free on Youtube
- What do advance-giving publishers take?
- Game Development for Young Children
- All Moving Sprites in One Draw Call!!?
- Debt from advertising network
- The Future of F2P: The Force Wars
- The metaphysics of Dishonored
- Marketing Monday #198 - The Grand Strategy
- The Winners of the Game Development World Championship 2017 have been announced
- NEW VIKING RTS GAME 2018 - Ancestors Legacy - Trailer
Developers - fix your volume sliders! Posted: 04 Dec 2017 06:57 AM PST |
Construct 3 now fully launched - Tried by over 100,000 users Posted: 04 Dec 2017 06:56 AM PST |
How does a game like Left for Dead or COD Zombies manage so many networked entities? Posted: 04 Dec 2017 06:54 AM PST Conventional wisdom would say that when you have tons of a game object to sync, you would want to use some sort of deterministic lockstep system. but obviously that wont really work for an FPS. So how do these games sync so many zombies? Do they fake it somehow? or maybe its not as bad as i think to sync hundreds of zombies? [link] [comments] |
Posted: 04 Dec 2017 04:01 AM PST Have you used SIMD/Vectorization to speed up things in your, or your company's, engines? It seems like the primary/most obvious uses of the technology is to optimize transformation of vectors (I.e. positions in space or directions) and physics calculations, but surely there are other applications within a game engine, correct? If so, what are some such scenarios? Suppose that a fully-fledged game engine, 2D or 3D, is being written completely in software; suppose there is no such thing as hardware acceleration/support whatsoever. What are some potential SIMD applications under such constraints? For some examples, could any of the following procedures/areas be vectorized? -Texture/image manipulation -Texture mapping/rasterization -HSR/Occlusion/Culling -Color/buffer manipulations (blending, sampling, scaling, lighting) -Audio processing/playback -File system/processing (input, buffering, output) -Physics (in general) -AI (path finding, logic/decision making) -Networking -Entity Component System processing (batch?) -Others? Can we create a list of all potential applications of SIMD/Vectorization in game engines? [link] [comments] |
Unity-centric guide to Blender animations Posted: 03 Dec 2017 10:02 PM PST Recently I wanted to animate and export simple object but I couldn't find a guide on how to do it in a way that would be most convenient for Unity. So when I finally figured it, I wrote it down: Unity-centric guide to Blender animations. If you have any suggestion on how to improve this guide, please let me know! [link] [comments] |
Want to make my first multiplayer game, how in over my head am I? Posted: 04 Dec 2017 05:42 AM PST Me and my friends play a lot of games and are always coming up with great ideas, so I want to make one of those games a reality. I've never made a game (with a GUI, at least) and want to start with a multiplayer open-world FPS with resource gathering, shelters, etc. I'm in 2nd year of school for networking so I have a good understanding of networking layers, sockets, etc and have intermediate experience programming in Python and Bash. I've done some research and decided on UE4 as the engine. I have an artist friend interested in learning animation/graphics so I know I'll need to learn C programming and UE4 Blueprints, myself. Basically, I'd like to ask you professionals on what you would recommend I learn first and if you have any resources (tutorials, books, etc) or if perhaps I should re-evaluate my plans, I'm all ears. Thank you! [link] [comments] |
Did anyone here dedicated themselves to learn drawabox.com for 2D sprites creation? Posted: 04 Dec 2017 04:47 AM PST I've been using Gamemaker for about 2 years now and since a few months ago I've felt like it was time to start learning how to draw. I don't want pixel art for my project so I've been watching a lot of youtube videos on how to draw stuff in like a comic style (Draw with Jazza, if anyone is interested). I've had drawing lessons/classes for about 7 years in school but then stopped when I got into an IT course (that was 6 years ago) so I kinda have drawing experience and now I want get back at it again for my project. Just need to teach myself. Now, I know that the best way to get started is to just grab and pen/pencil and start drawing & practicing but I'm wondering if anyone here dedicated themselves in learning drawabox.com and how their experience was. Looking forward reading comments [link] [comments] |
How do 2D games like Enter the Gungeon handle omni-directional aiming animations? Posted: 04 Dec 2017 10:05 AM PST Plenty of 2D angled top down games have limited aiming, such as four directional aiming and 8 directional. But many others have the ability to more or less aim in 360 degrees. What I wonder is how they handle every single direction matching up with the characters sprite, do they have a separate sprite for every possible direction or do they use some sort of trick to angle the character? Doing every single direction seems tedious, as then you would need separate animations for each direction, and at that point you might as well do 3D. Another somewhat related question, but do most of these games do anything to handle perspective at all? Or do they stick strictly with 2D. I mean like offsetting the y direction slightly to simulate height and depth, or doing some sort of parallax animation on walls. [link] [comments] |
Really good game development guide for those who love a bit of guidance. Posted: 04 Dec 2017 11:16 AM PST |
I Read "Beginning C# Programming with MonoGame" So You Don't Have To Posted: 03 Dec 2017 11:52 PM PST |
Where are indie adult game creators? Posted: 04 Dec 2017 10:28 AM PST Undoubtedly, adult game dev has many people working in it. I'm wondering if there's a 'indie' type of adult game dev community around somewhere? I suspect it's something like a Discord channel, as adult games often get very judged. And likewise, where are their games? I've heard of a lot of them having patreon accounts as a way of marketing themselves. But with Patreon being less happy with adult type content creators I wonder where their den is. Where can I find indie adult game creators? [link] [comments] |
More than Luck: Strategies for Success on Steam (GCAP 2017 presentation) Posted: 03 Dec 2017 05:03 PM PST |
Modular game engines for learning Posted: 04 Dec 2017 09:36 AM PST Hi r/gamedev, I'm interested in learning more about game engine internals. I feel one of the best way to do that would be to implement stuff, as well as read existing implementations. Since I want to try most of the modules (and don't want to spend time on bootstrapping), I was hoping to rewrite the core modules of existing engines. A few modules I have in mind are : audio, AI, animation pipeline, rendering pipeline(I know this will be a biggie), level streaming (culling, LODing), asset packaging. I understand that a few, for instance, rendering, can easily be broken down into more prominent chunks, but anything will work for now. I'm essentially looking for game engine suggestions which have a decently separated modular system, so I can try and rip apart their implementation and plug in mine. I'm also open to working on different engines for different modules. Thanks! [link] [comments] |
How many (Intel) laptop gamers on Steam? Posted: 04 Dec 2017 08:37 AM PST I can't be too certain based on the Steam Hardware survey (which has gone from 17% to 9% in a year and is opt-in) and I'm aware that it's situational and my playerbase isn't going to be representative of the whole of Steam.. But are there enough players on Intel integrated laptops (talking HD 4000 from years back with 2GB RAM) to warrant making sure the game will run well on those devices? It's not rocket science, but it is a constant consideration / anchor. Any data on this? Edit: It's a bit more important for me because my game is multiplayer focused and likely either cheap or free to play. Goal is to avoid preventing people from playing together but a 4000 is leagues behind even an A4 from 2012 or so. I'd honestly have to go out of my way to let people know the game is toaster friendly (and make sure it is) and I'm not sure if my game will appeal to people used to playing the sorts of laptop friendly games they're typically allowed to. I've seen people with these laptops wanting to play Fortnite so I'm in no way condemning them - I'm just wondering if we have any data on the exact numbers of laptops actively playing games on Steam with (only) Intel integrated graphics ? [link] [comments] |
Posted: 04 Dec 2017 11:19 AM PST |
What do advance-giving publishers take? Posted: 04 Dec 2017 10:22 AM PST I know that they don't take your IP, but I don't particularly care for that. What I'm chiefly concerned about from taking advances is what obligations they make developers take on. What are they? Do they typically require some amount of support for the game past its release date? More importantly, I get that they take a percentage of the game's sales (rightly), but for how long? Do they own the rights to sell that game forever? What if a designer wants to release a collection of games at a later date, say 10 years later? So many directors and quasi franchises in the movie industry seem to get ruined collection releases because the rights to sell each film are tied up across so many organizations. Are people who are signing on with Devolver Digital giving away the right to be the sole seller of their game forever? [link] [comments] |
Game Development for Young Children Posted: 04 Dec 2017 09:46 AM PST My 8 year old niece has talked in the past to me about wanting to make a video game. As someone who works in the games industry I obviously thing this is awesome and want to encourage it! She is really into Minecraft which I think is creating this interest in her, however I do not know of any good applications or other resources suitable for young children. Does anyone have experiance programs or resources that help kids make their own simple games or Minecraft mods? [link] [comments] |
All Moving Sprites in One Draw Call!!? Posted: 04 Dec 2017 09:26 AM PST |
Posted: 04 Dec 2017 01:51 AM PST I have a friend from Vietnam who has an app that's been running for years, and making nice revenue from multiple networks - fyber, tapjoy etc. Since February one agency has delayed his payment of $20k and are not responding to his emails/skype messages. Any suggestions what can he do to get that payment? [link] [comments] |
The Future of F2P: The Force Wars Posted: 04 Dec 2017 09:19 AM PST |
Posted: 04 Dec 2017 08:54 AM PST |
Marketing Monday #198 - The Grand Strategy Posted: 03 Dec 2017 08:04 PM PST What is Marketing Monday? Post your marketing material like websites, email pitches, trailers, presskits, promotional images etc., and get feedback from and give feedback to other devs. RULES
Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] |
The Winners of the Game Development World Championship 2017 have been announced Posted: 04 Dec 2017 08:17 AM PST |
NEW VIKING RTS GAME 2018 - Ancestors Legacy - Trailer Posted: 04 Dec 2017 08:15 AM PST |
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment