• Breaking News

    Sunday, February 25, 2018

    Hi GameDev! I am in Bali right now and I was able to record the sound of thousands of bats in a temple! I used my new DPA 4060 and you are more than welcome to use this sound if needed! Best, Marcel

    Hi GameDev! I am in Bali right now and I was able to record the sound of thousands of bats in a temple! I used my new DPA 4060 and you are more than welcome to use this sound if needed! Best, Marcel


    Hi GameDev! I am in Bali right now and I was able to record the sound of thousands of bats in a temple! I used my new DPA 4060 and you are more than welcome to use this sound if needed! Best, Marcel

    Posted: 25 Feb 2018 05:14 AM PST

    Any advices or warnings when it comes to solo-developing a game?

    Posted: 24 Feb 2018 07:59 PM PST

    Hey /r/Gamedev, I'm a teenager who thought about making a solo game for a while now... I know, I've heard often times it can be very challenging to plan out the game, and I'm just a teen who isn't very experience when it comes to planning out a game project. I'd probably make bad decision making as well, and whatnot if I do this game developing thing. But I really just love the idea of making a game ever since I was a kid.

    I'm not going to take this solo-developer gaming dream job too seriously since it's bit too ambitious for me (as I've heard a lot from people). I'm not too sure whether I should take it serious or not. That's why I'll be creating just a mini-project or one scene game for now.

    I'm now learning through the concepts of Unity engine and already been started C# programming as a hobby. The only problem I have is creating character and assets (I'm no artist myself...).

    Ok redditors of Gamedev, do you have any future warnings or advices when it comes to creating games by going as a solo developer?

    Edit: Thank you everyone for the awesome responses! Yes, I'll be looking over each of them as I try to make a simple game. I'll take in some consideration on some of your advices, thank you!

    submitted by /u/SpectreTechnocity
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    Need help with banning systems.

    Posted: 25 Feb 2018 06:41 AM PST

    I currently want to help a game (Mindnight) with a very toxic community, lots of hate speech and newbies being reported and banned for no reason. I would like to know some ideas on how to make an automated better banning system that wouldn't let newbies get banned. Thanks!

    submitted by /u/JavierMelon
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    Creating Satisfying and Engaging Gameplay - Game Feel || Syntax_Error (Game Design Show)

    Posted: 25 Feb 2018 01:34 AM PST

    Hey everyone, I'm SuperSonic7CE! I create a game design/development show called Syntax_Error. I've posted many episodes here in the past and they were fairly well received. So once again, I'm looking for your feedback and have decided to post the newest episode here. This episode is about the concept of game feel/game juice and what makes satisfying and engaging gameplay. Thanks in advance for your criticism! Sorry about only posting a link to the video itself earlier. It's been so long that I forgot I had to make a text post to do this, my bad!

    Creating Satisfying and Engaging Gameplay - Game Feel || Syntax_Error

    submitted by /u/NegaSuperSonic7CE
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    What's the best release calendar to use, so I can avoid the big titles?

    Posted: 25 Feb 2018 12:04 AM PST

    I'm going ahead with planning my first release. I've always heard that the last thing you wanna do, is collide with any big and AAA titles going out at the same time.

    So, where do you guys track this? Is there some curated list of releases, somewhere? I'm not an avid gamer so I don't really track what comes out and when. All I know is you probably never wanna try releasing in December.

    submitted by /u/pixelmachinegames
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    i really want a spiritual successor to Call of Duty 2(2005)...

    Posted: 25 Feb 2018 11:22 AM PST

    In my opinion it has the best arcady action multiplayer to this day.

    Simple controls, simple guns, super fast paced, small-medium sized maps. Health regen is great for multiplayer to keep the pace. No sprint was fine, although i don't mind it(debatable)

    AND LAST BUT NOT LEAST, HUNDREDS UPON HUNDREDS OF FREE USER MADE MAPS, 100% FREE TO DOWNLOAD, THOSE WERE THE DAYS BABY!!!

    I'm thinking such a simple game can be made in Unity3D.

    Cod 2 used quake engine with it's iconic blocky level editing, as seen in the jedi knight series as well.

    The now free ProBuilder plugin is PERFECT for quickly creating new levels, slapping on some textures, using the new unity postprocessing stack to beautify the game a bit.

    For the FPS features, can pehaps use UFPS although i heard its kind of bloated but they are releasing version 2.0 someday soon thats more modular from what i've heard. The UFPS demos i played gave me that arcady DOOM vibe which is very similar to the arcady call of duty vibe.

    And that's pretty much it already. Easy to make levels, simple FPS mechanics. Some basic post processing to make graphics look post 2010+ at least.

    I don't know any networking, but unity got stuff for that too.

    This would be an awesome multiplayer game lol

    submitted by /u/itsallgoodgames
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    Do you know of any good resources concerning vehicles in games?

    Posted: 25 Feb 2018 05:22 AM PST

    I find that in a lot of games driving a car doesn't feel like driving a car. Turning literally rotates the car around an axis, and the vehicle seems to have no weight. Is there any talk or video or article on the matter?

    submitted by /u/Cuplet
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    Jetson tx1 question

    Posted: 25 Feb 2018 10:54 AM PST

    Sorry if this is not the appropiate forum for this -

    My buddy gave me a tx1 developer kit a while back. I never used it and he doesnt have any need for it now as well. I want to sell it, but want to make sure anything on it is erased. Does anyone know if data is saved on these kits? And how to delete or factory reset the kit? Thanks!

    submitted by /u/ParkingBedroom
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    Hierarchy based update order in entity component systems.

    Posted: 25 Feb 2018 10:50 AM PST

    I seem to be able to grasp the majority of ECS implementations, but an issue that I have yet to see someone cover is managing parent/child entity update order when updating all components of a type.

    For example, let's say that you have a gun in a character's hand who is standing on a train. In a normal OOP approach, you would update the train , then the character, and then the gun, to maintain the proper transform for the current frame.

    It seems that any component that requires information about the entity's transform in the current frame will suffer from this problem.

    submitted by /u/democharge530
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    What are the reasons as to why genetic algorithms are not commonly implemented for "adaptive AI" in games?

    Posted: 24 Feb 2018 11:26 PM PST

    Are there specific algorithms that can outperform genetic algorithms in certain aspects of a game? When I say "adaptive AI", I am specifically referring to the AI's ability in path-finding(finding the most efficient path to take in Mario or a maze). Is another factor the difficulty in implementing these algorithms in a game?

    submitted by /u/ShadowStrike515
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    Behold The Next Generation VR Technology: Part 3 — Avatars

    Posted: 25 Feb 2018 09:15 AM PST

    About internship..

    Posted: 25 Feb 2018 08:48 AM PST

    Hi,I want to ask a quick question.Say I want apply for internship to a game studio.Before applying what should I have to raise my chances?Should I make only games?Should I take part in a bigger project?Should I make 3d models to show that I know a bit about modelling too?Thanks for your help.

    submitted by /u/Dragonofburdur
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    Do I need a publisher as a one man studio?

    Posted: 25 Feb 2018 01:13 AM PST

    I want to make mobile games, so that probably a yes. If you've ever published a game through a publisher, I would love to hear your story, especially if it is a mobile game, and/or you have published by yourself before.

    If you feel comfortable with it, I'd like to know who did you work with? What is the profit share(or if it is non-disclosable, do you think the cost justify the benefit)? Is there anything you didn't expect, whether good or bad? Overall experience?

    submitted by /u/vzttzv
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    experienced coder wants to make tablet games for toddler

    Posted: 25 Feb 2018 08:41 AM PST

    I want to make simple android games for my toddler. I have been coding for 20+ years, mostly doing stuff related to data science, in java and python. But I have zero experience with games. Any advice for getting started?

    My preferred work style is "old school": editing source code in an emacs buffer on linux. But if that's not how making games works, I'm willing to adapt... as long I don't have to give up linux.

    submitted by /u/idee__fixe
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    Efficient prefabs/instancing with ECS?

    Posted: 25 Feb 2018 04:48 AM PST

    I am using a somewhat pure Entity-Component-System pattern, with components spread across different storages to optimize memory layouts for my target platforms (mostly older mobiles).

    Right now, to implement a kind of "prefabs" for reusable entities, I just use regular functions which create all the components, an entity, and bind components to that entity. I have several concerns regarding this approach:

    • It doesn't seem to be data-oriented. I am planning to create an editor for my games, and this means I'll have to create prefabs using code generation instead of defining them in a more declarative manner.
    • Since instancing in my case is implemented by just building similar entities, I am worried about memory consumption (memory constraints are pretty tight on my target platforms). If I understand correctly, e.g. Godot engine uses something like prototypal inheritance for instancing, where the properties of an individual node just reference its prototype/prefab unless they are changed, thus potentially saving RAM. In my case, all components always store all properties. There will be many entities that are exactly the same, so it seems like a waste of memory.

    What would be the most efficient approach to instancing with my current architecture?

    Any advice is appreciated!

    submitted by /u/smthamazing
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    Gamedevelopment framework fulfilling the following requirements

    Posted: 25 Feb 2018 08:09 AM PST

    I am writing a side-view platformer but in 3d (similar to how this game looks https://ldjam.com/events/ludum-dare/38/super-squareface/comments ). I have the game logic ready in C++ and would like to have a frame-work with as many of the following requirements as possible:

    • Importing Graphics from Blender
    • Easy 3d rendering (I have minecraft-like cubes and characters ready in blender and want to get them on screen as easy as possible and as good looking as possible)
    • C++
    • Scripting support
    • Easy multi platform export
    • Gives me the possibility to use a entity-component driven game logic and does not have me coding in a very specific predefined way
    • A 3d editor is not a must since I procedurally generating the levels and not doing it by hand
    • Is actively developed, favourably with at least some kind of community

    Does anyone know of frameworks or engines that full fill the above requirements (or most of them)?

    TLDR: I want an engine that only does the "technical stuff" for me and does that as well as possible: Nice, easy graphics from my imported blender models, maybe networking support etc.

    submitted by /u/logiklitz
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    Soundtrack Sunday #230 - Free Sample

    Posted: 24 Feb 2018 09:04 PM PST

    Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves!

    Basic Guidelines:

    • Do not link to a page selling music. We are not your target audience.
    • Do not link to a page selling a game you're working on. We are not your target audience.
    • It is highly recommended that you use SoundCloud to host and share your music.

    As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate.

    If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome!


    Previous Soundtrack Sundays

    submitted by /u/Sexual_Lettuce
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    Do leaderboards and achievements contribute to game success?

    Posted: 25 Feb 2018 02:56 AM PST

    A lot of successfull games (especially mobile games) have those features but maybe the developers just adds them because everyone else does. Does anybody here have an experience of adding those features to their games and seeing boost in some of the game metrics?

    submitted by /u/pacmanovich
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    Can AdMob earn a lot of money?

    Posted: 25 Feb 2018 10:13 AM PST

    Hello People... I'm a new member to the forum.

    Soon I will create a game or app If the game gets 1 Million downloads, and they use 1 Million People every day. Do I win millions of dollars each day? I have asked some programmers even to say they win millions of dollars each day

    Is it possible ?

    Thanks for your understanding

    submitted by /u/CrazyPlane
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    Book list: The most important influential programming books of all time.

    Posted: 24 Feb 2018 02:24 PM PST

    Code Complete (2nd Edition)
    By Steve McConnell

    The Pragmatic Programmer: From Journeyman to Master
    By Andrew Hunt and David Thomas

    Structure and Interpretation of Computer Programs, Second Edition
    By Harold Abelson, Gerald J Sussman and Julie Sussman

    The C Programming Language (2nd Edition)
    By Brian W Kernighan and Dennis M Ritchie

    Introduction to Algorithms
    By Thomas H. Cormen, Charles E. Leiserson, Ronald L. Rivest and Clifford Stein

    Refactoring: Improving the Design of Existing Code
    By Martin Fowler, Kent Beck, John Brant and William Opdyke

    Design Patterns: Elements of Reusable Object-Oriented Software
    By Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides (Also known as "The Gang of Four")

    The Mythical Man-Month: Essays on Software Engineering
    By Frederick P. Brooks

    Art of Computer Programming, Volume 1: Fundamental Algorithms (3rd Edition)
    By Donald E. Knuth

    Compilers: Principles, Techniques, and Tools (2nd Edition)
    By Alfred V. Aho, Monica S. Lam, Ravi Sethi and Jeffrey D. Ullman

    Head First Design Patterns
    By Elisabeth Freeman, Eric Freeman, Bert Bates and Kathy Sierra

    Gödel, Escher, Bach: An Eternal Golden Braid (20th Anniversary Edition)
    By Douglas Hofstadter

    Effective C++: 55 Specific Ways to Improve Your Programs and Designs (3rd Edition)
    By Scott Meyers

    Clean Code: A Handbook of Agile Software Craftsmanship
    By Robert C Martin

    Programming Pearls (2nd edition)
    By Jon Bentley

    Working Effectively with Legacy Code
    By Michael Feathers

    CODE: The Hidden Language of Computer Hardware and Software
    By Charles Petzold

    Peopleware: Productive Projects and Teams (2nd Edition)
    By Tom DeMarco and Timothy Lister

    Coders at Work: Reflections on the Craft of Programming
    By Peter Seibel

    Effective Java (2nd Edition)
    By Joshua Bloch

    Patterns of Enterprise Application Architecture
    By Martin Fowler

    The Little Schemer (4th Edition)
    By Daniel P. Friedman, Matthias Felleisen, Duane Bibby

    The Inmates Are Running The Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity
    By Alan Cooper

    The Art of UNIX Programming
    By Eric S Raymond

    Practices of an Agile Developer
    By Venkat Subramaniam and Andy Hunt

    The Elements of Style: 50th Anniversary Edition
    By William Strunk and E. B. White

    Test-Driven Development: By Example
    By Kent Beck

    Don't Make Me Think: A Common Sense Approach to Web Usability
    By Steve Krug

    Domain Driven Design: Tackling Complexity in the Heart of Software
    By Eric Evans

    Modern C++ Design: Generic Programming and Design Patterns Applied
    By Andrei Alexandrescu

    Source: http://www.dodgycoder.net/p/recommended-programming-books.html

    submitted by /u/kodaxero
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    Is Nvidia's FleX still horrid on performance?

    Posted: 25 Feb 2018 06:09 AM PST

    It looks nice when it works and it definitely can make your game more grounded and visceral, but last time I remember, even with GTX 1080/ i7 8700k it resulted in huge framerate drops.

    submitted by /u/MechImperative
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