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    Monday, July 16, 2018

    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


    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.

    Three States and a Plan: The A.I. of F.E.A.R.

    submitted by /u/LESkidd113
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    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.

     a={} a.x=3 a.y=3 a.z=3 c={} c.x=0 c.y=0 c.z=0 o={} o.x=0 o.y=0 o.z=0 e={} e.x=3 e.y=3 e.z=3 d={} d.x=a.x-c.x d.y=a.y-c.y d.z=a.z-c.z b={} b.x=(e.z/d.z)*d.x+e.x b.y=(e.z/d.z)*d.y+e.y function love.update(dt) b.x=(e.z/d.z)*d.x+e.x b.y=(e.z/d.z)*d.y+e.y e.x=a.x e.y=a.y e.z=a.z d.x=(math.cos(o.y))*((math.sin(o.z))*(a.y-c.y)+(math.cos(o.z))*(a.x-c.x))-(math.sin(o.y)*(a.z-c.z)) d.y=(math.sin(o.x))*((math.cos(o.y))*(a.z-c.z)+(math.sin(o.y))*((math.sin(o.z))*(a.y-c.y)+(math.cos(o.z))+(a.x-c.x)))+(math.cos(o.x))*(math.cos(o.z))*(a.y-c.y)-((math.sin(o.z))*(a.x-c.x)) d.z=(math.cos(o.x))*((math.cos(o.y))*(a.z-c.z)+(math.sin(o.y))*((math.sin(o.z))*(a.y-c.y)+(math.cos(o.z))+(a.x-c.x)))-(math.sin(o.x))*(math.cos(o.z))*(a.y-c.y)-((math.sin(o.z))*(a.x-c.x)) if love.keyboard.isDown("left") then a.x=a.x-1 end if love.keyboard.isDown("right") then a.x=a.x+1 end if love.keyboard.isDown("down") then a.y=a.y-1 end if love.keyboard.isDown("up") then a.y=a.y+1 end end function love.draw(dt) love.graphics.rectangle("fill",b.x,b.y,5,5) end 

    Language: Lua

    2d Engine: Love2d

    submitted by /u/SmallTestAcount
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    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.

    submitted by /u/HermanThorpe
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    Generating a galaxy

    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!

    submitted by /u/me_82
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    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:

    let point:CGPoint = sender.location(in: sender.view)

    let deltaY:Float = Float(point.y) - ship.position.y

    let deltaX:Float = Float(point.x) - ship.position.x

    let degreesToRadians = Float.pi / 180

    let angle = atan2(deltaY, deltaX) + (90 * degreesToRadians)

    ship.rotation = SCNVector4(0,1,0,angle)

    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.

    submitted by /u/invisibledesign
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    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):

    • There is a certain amount of power generated in each tick by power sources
    • Each building connected to the power grid needs a minimum amount of power to function
    • Many buildings can use more power than the minimum to work more productively, up to a certain maximal limit
    • Ideally each building should be saturated up to the available resources

    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?

    submitted by /u/torginus
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    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:

    // Pseudo-code to satisfy (C2)

    delta = x2-x1;

    deltalength = sqrt(delta*delta);

    diff = (deltalength-restlength)/deltalength;

    x1 -= delta*0.5*diff;

    x2 += delta*0.5*diff;

    Now the next section in the paper describes the approximation of the square root by a Taylor expansion with the following pseudo-code:

    // Pseudo-code for satisfying (C2) using sqrt approximation

    delta = x2-x1;

    delta*=restlength*restlength/(delta*delta+restlength*restlength)-0.5;

    x1 -= delta;

    x2 += delta;

    I don't understand how this is supposed to be read:

    delta is a Vector, yet it gets multiplied with itself - is that component wise? Dot product would make no sense as the result would always be 1.0?

    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..)

    delta is a vector, and the right hand side of delta*=restlength*restlength/(delta*delta+restlength*restlength)-0.5; is a float

    delta*delta is indeed a dot product, and its result is not always one!

    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?

    submitted by /u/atair9
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    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?

    The Big Journey

    Other game examples are, Loco Roco, Hyper Light Drifter.

    submitted by /u/splasherwolf
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    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.

    submitted by /u/TruthseekerLP
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    Another World analysis

    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!

    submitted by /u/dreymatic
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    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.

    submitted by /u/matharooudemy
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    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.

    submitted by /u/oldloveman
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    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.

    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.

    submitted by /u/woolymangaming
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    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

    • Do NOT try to promote your game to game devs here, we are not your audience. This is only for feedback and improvement.

    • Clearly state what you want feedback on otherwise your post may be removed. (Do not just dump Kickstarter or trailer links)

    • If you post something, try to leave some feedback on somebody else's post. It's good manners.

    • If you do post some feedback, try to make sure it's good feedback: make sure it has the what ("The logo sucks...") and the why ("...because it's hard to read on most backgrounds").

    • A very wide spectrum of items can be posted here, but try to limit yourself to one or two important items in your post to prevent it from being cluttered up.

    • Promote good feedback, and upvote those who do! Also, don't forget to thank the people who took some of their time to write some feedback for you, even if you don't agree with it.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    All Previous Marketing Mondays

    submitted by /u/Sexual_Lettuce
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    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?

    submitted by /u/eeeeason
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    Video: The benefits of community-based development

    Posted: 15 Jul 2018 11:37 PM PDT

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