Making Games Better for the Deaf and Hard of Hearing | Designing for Disability |
- Making Games Better for the Deaf and Hard of Hearing | Designing for Disability
- Seamless Forest Textures with Photogrammetry
- The A.I. of F.E.A.R. Paper(GDC 2006)
- 3d Projection Help, Please? (Math Failed)
- GameDev 101: An Introduction to Wireframes
- Where do you turn for gamedev legal/IP advice on a budget?
- Generating a galaxy
- Scenekit rotate node to face tapped point
- Algorithm for power distribution in a SimCity like game
- Verlet Constraints without square root?
- How to create maps like these?
- I decided to pursue game design this year, and I should have decided many years ago
- Another World analysis
- Conceptualizing my game and using silence to create a story
- Writing Shaders In Unity - Water and Waves - Beginner Tutorial
- Game server hosting (Node.js) for free/cheap?
- Really confused on what program I should be using to make my first game.
- After an incredibly challenging 6 months, my AR kitty collection game, Kitty Paradise is out for Android. In this video I share the personal/life issues related to gamedev + productivity and how I overcame them.
- How to optimize your Unity ECS system code with the C# Job System
- What is the best book for learning C# and Unity?
- NES is 35 years old today and devs are still creating games
- Marketing Monday #230 - Media Breakdown
- how does scripting in game engine work?
- Video: The benefits of community-based development
Making Games Better for the Deaf and Hard of Hearing | Designing for Disability Posted: 16 Jul 2018 08:04 AM PDT |
Seamless Forest Textures with Photogrammetry Posted: 15 Jul 2018 11:35 PM PDT |
The A.I. of F.E.A.R. Paper(GDC 2006) Posted: 16 Jul 2018 06:35 AM PDT This GDC paper by Jeff Orkin is probably one of the most interesting documents I have read in all of my school years(and I haven't read it for school lol). Just thought sharing this piece of work would be the best thing to get some more knowledge about AI out there. I will definitely be attempting to implement a Planning System into my next games AI. [link] [comments] |
3d Projection Help, Please? (Math Failed) Posted: 16 Jul 2018 09:07 AM PDT I tried making a 3d engie using the math on this wikipedia page. But when i exicuted the code the position (a) didnt have perspective. instead just moving linearly around the screen when the XYZ varibles (a) are changed. Could someone please point out the mistake? Sorry if im misusing this subreddit and not understanding the point of this sub. Language: Lua 2d Engine: Love2d [link] [comments] |
GameDev 101: An Introduction to Wireframes Posted: 16 Jul 2018 09:03 AM PDT |
Where do you turn for gamedev legal/IP advice on a budget? Posted: 16 Jul 2018 08:11 AM PDT As our game dev project comes along, we are starting to consider trademark and copyright protections -- but we're not sure where or who to turn to. And we're looking to get the most bang for our buck. All suggestions welcome. [link] [comments] |
Posted: 16 Jul 2018 09:40 AM PDT Hello, I am trying to implement procedural generation in my game, located in space. I'm planning on using some sort of noise to pick positions of objects such as stars, planets, and get some sort of spiral shape in the galaxy. Could someone give me some sort of explanation as to how to get started? Thanks! [link] [comments] |
Scenekit rotate node to face tapped point Posted: 16 Jul 2018 11:45 AM PDT Hey All, If this isn't appropriate for here let me know, I'm posting because maybe this is more about the math of my problem then the framework i'm using and maybe somebody can see what i'm doing wrong. I'm using the default scenekit game project to try and implement some tap controls to fly the ship around, the default one that comes with that project. What i'm trying to figure out, is how to rotate my ship's nose to face the point that is tapped on screen. I have been following any and all examples of this i've seen and have come up with this:
A few things to note: - I'm not changing the `rotation` or `position` of the ship on load, both properties print with `0` for each point. - When i load the project, the ship points down. It's my understanding that you need to offset your calculation of `angle` to be at 0 degrees, so thats why i do `+ (90 * degreesToRadians)` in my `angle` calculation. What happens when I tap my finger around the ship in a circle is the ship rotates in a 90degree arc from 0deg - 90deg. Just incase that isn't clear (or correct), it's moving between east and north no matter where i am tapping on the screen. one last thing to note. My camera is locked to an overhead view, so i only want to be rotating the Y axis, here is a quick screenshot of the orientation and first load position: https://i.redd.it/j7re4ekdvca11.png If you have any tips, ideas or knowledge to send my way that would be great. This problem has me stumped. [link] [comments] |
Algorithm for power distribution in a SimCity like game Posted: 16 Jul 2018 09:47 AM PDT Hi! This might not be the right way to ask, but I've been making a city building game in my spare time, and in this game (just like in Sim City), buildings need resources (like water or electricity) to operate. I've been thinking about how to calculate the power distribution to buildings, and so far I haven't cracked the problem yet, so I'm asking the hive mind of reddit, whether they can help me. The description of the problem is this (game mechanics):
Since many buildings can hang on the same grid, I'd prefer the algorithm to be efficient, hopefully O(n). Do you guys have any ideas? [link] [comments] |
Verlet Constraints without square root? Posted: 16 Jul 2018 04:39 AM PDT Hello, i think everybody who ever wrote a cloth sim came across the verlet paper by Thomas Jakobsen. I myself implemented it many times in small applications, but i always wondered about the section that describes how to get rid of the square root in the constraints calculation. Here the code WITH Sqrt from the paper that is found all over the web in many examples:
Now the next section in the paper describes the approximation of the square root by a Taylor expansion with the following pseudo-code:
I don't understand how this is supposed to be read:
And what is the -0.5 at the end? I cant subtract a float from a Vector.. My don't know enough math (Taylor i kind of get the idea), and can't really read math notations.. I hope someone with a deeper knowledge can clear this up. As a side-note: I wonder why every implementation i ever came across used the square root, when it would work without? EDIT: i actually got it to work: (sometimes it helps to write things down..)
For some reason i had to swap the +/- in x1 and x2 to make it work (compared to my sqrt implementation) EDIT2: In c# i get a 80% speedup, but in c++ with glm vector libraries it performs the same.. actually more unstable. Looks like newer cpus don't care so much about divisions anymore? [link] [comments] |
How to create maps like these? Posted: 16 Jul 2018 06:19 AM PDT Are such map masks generated automatically? These dont seem like tiles How are the colliders attached? Other game examples are, Loco Roco, Hyper Light Drifter. [link] [comments] |
I decided to pursue game design this year, and I should have decided many years ago Posted: 15 Jul 2018 02:36 PM PDT TL;DR: If you spend time lurking here don't wait to get into game design because you think you will be better prepared later and don't let people tell you whether or not it's a good choice for you without finding out for yourself. I made the decision this year, after a parade of jobs that have left me bored, unengaged and unfulfilled with no actual product for my struggle I have finally arrived at this conclusion as the natural result of a lot of thing in my life. I've been playing games since I was 4 and since then they have always been my favorite pass time, while all forms of fiction and art are engaging to me video games have consistently held my interest for decades and have delivered some of the most powerful moments and experiences I've had from any form of fiction. I've spent so much time playing them, dissecting them and formulating ways to beat them I find myself deconstructing and analyzing the games I play through the Lense of my knowledge about their overall design as I play them. So after a long time I've decided to begin actually studying game design, programming and how various engines work, not just as a curiosity anymore, but to actually use them to build something. I turned 30 this march. I'm sure there are many reading this who will scoff at how young that still is, but the first time I had the idea I wanted to make video games I was 6. I told my parents of my ambitions around age 10-11 and was told I wouldn't enjoy such a job and wouldn't excel because I didn't like to do math, my reaction to math work in school being used as evidence of this. Unfortunately I was still a few years away from discovering D&D and realizing that math is amazing and schools are simply terrible at making it engaging or relevant, sealing my fate for many years to come. I still have many years ahead of me most likely, I stand a good chance of getting another 50 or so if I take decent care of myself, but every time I think back I regret letting my own doubts and the nay saying of others dissuade me from trying for nearly 20 years. If you spend time reading this subreddit and lurking in game dev communities, wishing you could just to the same things you seeing all the devlogs and online press releases about the latest indie hits, just get going, stop trying to tell yourself it's not going to happen and see if it will, you might just find you are just as fascinated and in love with the process of creation as you had hoped. [link] [comments] |
Posted: 16 Jul 2018 03:35 AM PDT |
Conceptualizing my game and using silence to create a story Posted: 16 Jul 2018 12:32 PM PDT For months I have been creatively stagnant, however I feel that about to change because I have begun to piece together a game that revolves around the purpose of having absolutely no sound, and I do mean none. I wish for this to be an outreach project for the deaf; I'm expecting no financial return but if it were to bring any in then it'd be donated to various charities in support of education for the deaf. However; I need your guy's help. I know this game will be 2D, I want it to be as I love the 2d side scrolling concept, however I need your all's help with brainstorming possible ideas in how I can use visual elements to create the aspect of sound. That may sound tough but I have already began to think of ideas, such as the use of onomatopoeia and avid use of color to display sound, the more vivid the color would hence be the more sound. What do you guys think? I'm really excited about this and looking for some feedback; I think I'm going to use Unity for this project and I will be logging all of your feedback for future use and keeping this subreddit updated. I finally have a project I feel passionate about with game development and I'm super excited! [link] [comments] |
Writing Shaders In Unity - Water and Waves - Beginner Tutorial Posted: 16 Jul 2018 11:49 AM PDT |
Game server hosting (Node.js) for free/cheap? Posted: 16 Jul 2018 11:33 AM PDT I just created a server for my game in Node.js. I was using Glitch.com to host it, but someone said that it has limits which means it can't be used with real-time games, so I switched to Heroku. It's better, but I've heard that it has its limits too. I was wondering whether I'm using the wrong hosting sites. Are there any sites that provide Node.js hosting for games for free or really cheap, that I can use for my games? I'm using WebSockets for the networking. [link] [comments] |
Really confused on what program I should be using to make my first game. Posted: 16 Jul 2018 11:11 AM PDT Hey. So, not so long ago I deciced I wanted to make a game. I decided to start with Scott Lilli's guide which teaches you some C# by making a simple RPG game. I've gotten to the point on the guide where I can play the game, killing monsters, moving to locations, etc. However, I've just remembered that there are game making softwares, like Game Maker, RPG Maker, ORK framework, etc. And it seems that a lot of good games, really similar to what I would like to make (LISA, Undertale, Hyper Light Drifter, etc) Should I be using any of those softwares instead of learning C# / Unity if I want to make a game with movement that feels good, like Hyper light drifter, but also with story? Seems like I can save time that way. [link] [comments] |
Posted: 16 Jul 2018 10:44 AM PDT |
How to optimize your Unity ECS system code with the C# Job System Posted: 16 Jul 2018 09:39 AM PDT |
What is the best book for learning C# and Unity? Posted: 15 Jul 2018 06:14 PM PDT I recently started getting into indie game development. I'm still a total noob. I've been watching a ton of Brackeys' videos and he has been pretty helpful so far, but I would also really like to add in some good reading as well. So far, I haven't been able to find any practical up-to-date books anywhere that cover C# and Unity. What would you recommend for a beginner game dev? Also, just to note, I am not a complete beginner when it comes to programming. I'm a novice Python programmer, so I do have a bit of background, but learning C# is turning out to be much more difficult than learning Python was for me. [link] [comments] |
NES is 35 years old today and devs are still creating games Posted: 16 Jul 2018 08:28 AM PDT |
Marketing Monday #230 - Media Breakdown Posted: 15 Jul 2018 08:13 PM PDT 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] |
how does scripting in game engine work? Posted: 15 Jul 2018 06:58 PM PDT I'm currently learning game engine development and wondering how is the scripting ability implemented in game engines. It seems that scripts may have multiple pre-defined functions that developers can work on (start(), update(), fixedUpdate() ... etc.), and then the engine will call each one of these functions at different time slot in every frame or period. I'm working on c++. Specifically, does that mean we need to ask each script object to provide a interface of functions to c++ side, so the engine can call them every life cycle? If that's the case, what's the proper way to implement that? [link] [comments] |
Video: The benefits of community-based development Posted: 15 Jul 2018 11:37 PM PDT |
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