Having fun with portals! |
- Having fun with portals!
- Polish student wants to translate games
- Ray Tracing in Games with NVIDIA RTX
- Substance Painter 2018 on steam sale, should I get Painter or the full pack?
- Old Tool Jam
- Youtubers realizing they don't get (as much) free promotion anymore....
- Actor Model or messaged based Game Engine
- I analyzed the UI of my favourite Blizzard games for you. Have you ever noticed these awesome details? Their UI is so genius... <3
- So what's the deal with dragon bones asking to pay now?
- How to create Prefabs in Unity
- How to implement persistent server-side NPC simulation?
- Integrating Lua into C++
- Golden Lake | Level Design Showcase | UE4 | ArtStation WildWest Challenge Final
- HELP WITH ASSETS FOR UE4
- Soundtrack Sunday #247 - New Recordings
- Unreal Engine AI Controller Chase Player
- Art/Assets concern
- Source to learn about specifics in game development
- Question about server vs client
- Side Project Advice
- What are you most proud off?
- 2d game engine
Posted: 24 Jun 2018 06:45 AM PDT |
Polish student wants to translate games Posted: 24 Jun 2018 04:25 AM PDT Hello, my name's Adrian and I live in Poznań, Poland. I'm 19 years old and looking for my future career paths. I thought that translating games sounds like a job for me. The problem is I'm not quite sure how to start. I'd like to have some tips for you or even I would be willing to translate an indie game for free. If you are an indie developer that wants to translate your game to polish, contact me! I'll try my best and I'll see if it's really a job for me. Looking forward for answers from you guys! [link] [comments] |
Ray Tracing in Games with NVIDIA RTX Posted: 24 Jun 2018 03:23 AM PDT |
Substance Painter 2018 on steam sale, should I get Painter or the full pack? Posted: 24 Jun 2018 07:49 AM PDT Hi all, just wanting some advice from the experts around here, is substance designer and bitmap2material worth the extra money (£150 for the complete pack right now) or just stick with painter for £80ish? Thanks [link] [comments] |
Posted: 24 Jun 2018 09:02 AM PDT Hey all, I hope this is allowed but I didn't see it in the off topic nor the on topic lists on the side bar. Anyway I'm hosting a game jam where the main restriction is your primary tool must be 15+ years old, I.e qbasic or commodore basic or maybe c++ for msdos. link is here if you are interested, there will be a suitable prize, for example a copy of windows 95. Link is here: https://itch.io/jam/outdated-tool-jam [link] [comments] |
Youtubers realizing they don't get (as much) free promotion anymore.... Posted: 24 Jun 2018 01:58 AM PDT Anyone else getting serious schadenfreude as youtubers complain about youtube algorithms not promoting them AS MUCH anymore? When steam did it to developers, they all sat back and laughed "STEAM DOESN'T OWE IT TO YOU TO PROMOTE YOUR GAME". And now that youtube just cut back a little on them ...they are crying bloody murder. [link] [comments] |
Actor Model or messaged based Game Engine Posted: 24 Jun 2018 06:00 AM PDT Hey all, so I've been looking into different methods of multithreading gameplay logic. It seems that the easiest approach is using a job based system mixed with ecs and forking when possible throughout the frame. This has the benefit of being quite easy to build, but creates a lot of sync points in the frame and doesn't fully utilize the cores. I wanted to know if anyone had any experience using message based multithreading like (Killzone,Destiny,Assassin's Creed) , in which entities that are likely to touch each other are all updated at once, and those that won't touch each other interact through messages. [link] [comments] |
Posted: 24 Jun 2018 06:52 AM PDT |
So what's the deal with dragon bones asking to pay now? Posted: 24 Jun 2018 10:11 AM PDT I was looking into alternatives to what I was using, and came upon supposedly "like Spine but free" software Dragon Bones. But... basic things like save and export are for paid members only. Something changed? Quick google search doesn't reveal anything. [link] [comments] |
How to create Prefabs in Unity Posted: 24 Jun 2018 08:44 AM PDT |
How to implement persistent server-side NPC simulation? Posted: 24 Jun 2018 09:52 AM PDT Hi all. I'm planning to develop a social simulation in an urban environment. Think something like Sims+Simcity but really simplified - just some basic humanoid NPC interactions and routine movements (workplace <-> home). For client side, I've picked Unreal Engine 4. For server-side I will need something that can run on Linux and use some SQL-like persistence mechanism. For now, Nakama seems to be a good candidate. But the problem now is how to join all of those pieces together. In general, the server side might be ok without physics at all. I don't care if NPCs are moving right through each other and don't care if they go to the correct floor when they reach a building of their workplace or home. Still, I'll need them to follow some routes (roads) and maintain some state properties that define their interaction behavior. Only when I (or some friends) connect to the simulation as a player, I will need the simulation to behave more realistically in the areas I'm observing - NPCs should honor collisions and go to their assigned workplace office area instead of just entering a building and stopping there. Ideally, I would want them to be able to drive vehicles, but that's a different topic. Also, I will need a world map, where I can monitor all the NPC citizens (expected no more than 100 000 of them) and their basic state information. I don't care about cheating at all, but still the world state should be consistent among all connected players and the server. I don't expect to connect more than 10 clients at once. The server side should be efficient enough to run the world simulation, no matter how many clients are connected. My first naive idea is to have a server with both Nakama and Unreal Server software running. I would implement the coarse simulation using Unreal's built-in tools - navmesh, behavior trees, way points etc.. Nakama would be used only for persistence and for distributing current coarse state to the players. The client-side of Unreal would be responsible for the fine parts of the simulation - physics, animations - and sending the state of the player to Nakama, which, in turn, would send it to other players and to the server-side Unreal, so it can integrate the state updates into the "coarse" simulation. So, to summarize, it might look as follows: Unreal Engine Server (running coarse NPC world simulation) <-> Nakama (state persistence and distribution) <-> multiple Unreal Clients (local physics, player character state control) Still I"m not sure if that wouldn't over-complicate things on the server side. Maybe I could get rid of Nakama, but then how to implement SQL-like persistence in Unreal to survive server reboots? Or maybe I could get rid of Unreal Server, but then how to implement the "coarse" simulation? I don't want to develop or collect alternative AI toolset, when is already so conveniently available in Unreal Engine. Unless there are some simple drop-in Nakama compatible alternatives that offer most of what I need. What do you think about this approach? Does it look feasible? Has anybody tried something like that and what was your experience? [link] [comments] |
Posted: 24 Jun 2018 08:54 AM PDT |
Golden Lake | Level Design Showcase | UE4 | ArtStation WildWest Challenge Final Posted: 24 Jun 2018 04:54 AM PDT |
Posted: 24 Jun 2018 08:39 AM PDT I'd be thankful if anyone could tell me the best place to get free assets from that isnt the ue4 marketplace. Im relatively new to ue4 and am currently crafting a small personal edit. Thanks, [link] [comments] |
Soundtrack Sunday #247 - New Recordings Posted: 23 Jun 2018 08:49 PM PDT 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:
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! [link] [comments] |
Unreal Engine AI Controller Chase Player Posted: 23 Jun 2018 01:57 PM PDT |
Posted: 24 Jun 2018 02:27 AM PDT Hello, Every time I'm trying to get into the game development, my first concern and the reason that I stop from learning game dev is art, model and animation stuff. I can learn and handle the programming since I'm familiar with programming (I know web development, "PHP"). but as solo developer how I can cover this aspects (art, etc..) without any skills? how you guys covering this stuff, how you guys create your assets design ? I think game development is hard for non big group and solo developer to make good playable game. Sorry for my bad English. looking for your help. Thanks :) [link] [comments] |
Source to learn about specifics in game development Posted: 24 Jun 2018 06:11 AM PDT Hey everyone! I have been learning unity for a few months now, and I've made a couple of games. Nothing special though. Right now, I'm just learning some stuff from online tutorials, and from gameprogrammingpatterns.com (It's really good). Or I just learn randomly while working on a game. If I come across some hurdle, I google it and learn. In my recent game everything I've made is a gameobject. Like, a ship shoots lasers. The laser is created from prefab and is destroyed when it goes off the screen. Similar thing for powerups and enemies. But I recently learned that frequently creating and destroying game objects is not a good idea. I was wondering if there is some place I can learn these kind of things directly, any site or books. Things like what is usually used to make projectiles in shooting games? How the random enemies appear in games? How they move about? How game scores are usually stored (I am storing as a static variable, not sure if that's how it's generally done)? When to create new scenes? How much of a game is actually active in a huge game with multiple enemies (like a shooter game, where there are many enemies on the map, or a driving game with running cars in traffic). If huge game areas are generated manually or automatically (like environment in infinite runner games). I'm not getting what I'm looking for when I google things like this. I am not sure how to look for it. "Best practices" and "game design" don't seem to return the kind of results I'm looking for. If anyone could suggest something, it would be really helpful. Thanks in advance! [link] [comments] |
Question about server vs client Posted: 23 Jun 2018 03:53 PM PDT I've been doing a lot of reading and come across a few interesting stories of people altering their game client and sending fake packets back to the server. I'm really curious what the general defense against this is. I know if the server just applies whatever it's told, that's a recipe for disaster. But for a multiplayer game, are there any standard paradigms around this? I jumped in a popular online game and sniffed packets for a few minutes, and found a specific length packet that got sent whenever a player died sans a few bits changed. (Unless I misunderstood, which is possible). I also got a specific length packet every second, which could've been a countdown timer or some health-check type request. It only took around 3 minutes, and I'm sure if I just started sending those found packets that only happened on events back to the server, it could cause trouble. I can't imagine how much extra coding it would take to work around fact checking every single client. tl;dr Is there a standard way to "defend" against the client sending bogus requests? Is it just verifying as much as possible? [link] [comments] |
Posted: 23 Jun 2018 11:00 PM PDT Hello y'all! So I'm in college studying Game Design, and I'm putting a team of a couple friends together to develop a game I came up with (not a platformer...will be made in unity). Do any of you have any advice you can give me on keeping a team focused and excited? [link] [comments] |
Posted: 23 Jun 2018 03:19 PM PDT Whether it's an awesome screenshot or releasing your first game, everybody is proud of something along their game development journey. I'm interested in knowing what that is. Post a screenshot, link, or anecdote about what you're most proud of in your game dev career, professional or otherwise. [link] [comments] |
Posted: 24 Jun 2018 08:26 AM PDT i plan on making a 2d game, since thats easier said than done i first wanna make a prototype where i can test some ideas. problem is, i dont know which engine i could use with my mac. help appreciated. [link] [comments] |
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