Modeling a fantasy medieval townhouse in Blender 2.79 | Part I | Full-Length/Uncut | Commented |
- Modeling a fantasy medieval townhouse in Blender 2.79 | Part I | Full-Length/Uncut | Commented
- Math behind Shaders?
- We need to stop the overnight success myth
- How do dynamic animations with keyframes work?
- The World Design of Metroid 1 and Zero Mission | Boss Keys
- David Rosen on creating an animation system based on interpolating between a small number of key frames (2014)
- Making Games Work Better on Debian
- New to GOAP
- When do you make content ?
- Opinion on steam curator connect
- I'm building a PWA / web-based multiplayer game. How should I handle timed events?
- Calling method from different class
- What language/tools do you recommend for making 8-bit old school pixel game?
- The Last Guardian staff discusses Trico's animation and other things.
- Umbrella Games vs Appsolute Games.
- Game development: What is Baked Lighting/Lightmapping?
- Is scalable browser game a possible thing?
- Real-time iPhoneX-based motion capture pipeline in Unreal Engine
- How Do You Create Realistic Mountains?
- As an amateur, how did you take the step from "learning" a game engine/toolset to actually creating something for yourself?
- Why is LibGDX praised so much even though I see nothing about it on the internet?
- Tips on Creating Stylized 3D Content
Modeling a fantasy medieval townhouse in Blender 2.79 | Part I | Full-Length/Uncut | Commented Posted: 31 Jul 2018 05:38 AM PDT |
Posted: 31 Jul 2018 01:52 AM PDT Hello Reddit, Next Semester I have to work with Shaders and WebGL especially with the math behind it, so to prepare my self I would like to dive in and repeat the Math behind it.I already read the 9 pages at this site:http://www.informit.com/articles/article.aspx?p=2854376 It covers a lot of things but not in a very detailed way, if you people know some good books or papers let me know. Thanks a lot Can be in German or English, everything else could be hard to understand :) [link] [comments] |
We need to stop the overnight success myth Posted: 31 Jul 2018 07:12 AM PDT |
How do dynamic animations with keyframes work? Posted: 31 Jul 2018 05:02 AM PDT While ago I've seen a video from the developer of Overgrowth at Wolfire games. The guy is a prodigy and has written his own state of the art physics engine completely from scratch(the Lugaru engine). In this video he talks about the importance of morphing between keyframes, and shows off the mind boggling concept he refers to as "dynamic animations". These are animations that adapt themselves when manipulated by terrain. For example you have a jump animation that changes based on whether there's a collision with a wall in the trajectory.
Another example is the game Exanima, which takes it a step further and dynamically seems to change the hitboxes based on the already dynamic animations. This caught my attention and I'm very interested in the technology behind this. If anyone has the answer or a link to a source that explains it I would very much appreciate it. [link] [comments] |
The World Design of Metroid 1 and Zero Mission | Boss Keys Posted: 31 Jul 2018 08:12 AM PDT |
Posted: 30 Jul 2018 01:39 PM PDT |
Making Games Work Better on Debian Posted: 31 Jul 2018 10:46 AM PDT |
Posted: 31 Jul 2018 10:43 AM PDT Hi everyone, i was hoping to get some help with understanding a bit about how this GOAP(which i'm doing in Unity3D) is updating its preconditions, as i have stepped through and can't quite get my head around it or i'm just looking in the wrong location. I am basing my GOAP on this project https://github.com/crashkonijn/GOAP I get the concept that the effects should be updating the preconditions(at least thats what my take away was.) But i don't know which 'system' is supposed to handle this? Should this be done during the planning stage? Or perhaps the preconditions only get updated once the Preform() function has complete? Any help would be greatly appreciated. Thank you all very much. [link] [comments] |
Posted: 31 Jul 2018 07:54 AM PDT Hi everyone, It's my first game and I'm a hobbyst. This Week end, I have finished the combat system of my RPG (the player hits and makes damage, and enemies can hit and make damage) with a raycast system and I improved the the player's movement. (I have air control !!!!). The inventory system is done with UI. The only thing left for me to do is the Dialogue system, but I will buy an asset (The dialogue system for unity). Lot of details have to be fixed (several weapons with several animation, damage depends of the the carried weapon, possibility to carried a weapon in the left hand, sync the attack animation and the hit damage, implementing the stat system)… It's not complicated, my framework allowed this sort of modification, but it takes time. My question : How do you know you could put some contents(story, dialogue, art, polish animation) in the games ? When all details of the core games are done ? Along the way ? [link] [comments] |
Opinion on steam curator connect Posted: 31 Jul 2018 09:52 AM PDT So with the many changes that steam underwent, what is everyone's opinion on Steam curator connect program that has been released not too long ago? Is it an effective method in promoting your game on steam by providing curators with steam key? Also, how helpful is curator in promoting indie games? [link] [comments] |
I'm building a PWA / web-based multiplayer game. How should I handle timed events? Posted: 31 Jul 2018 09:48 AM PDT Long story short, I'm building a game that revolves around time-based events (i.e. building troops takes X amount of time, attacking another player's territory takes time depending on how far away they are, etc.). I'm an experienced web developer but I've never had to deal with real-time events, so I was wondering if any of you guys had to deal with this and what would be the best way to handle it. Ideally users would always be receiving information (maybe via websockets?). My tech stack is Node.js + Express for the API and Nuxt.js (Vue) for the front-end. [link] [comments] |
Calling method from different class Posted: 31 Jul 2018 09:39 AM PDT Hi I am doing a text based football game and I need some help as I have just started coding not that long ago. I have 2 classes and they are a goalkeeper class and a attacker class and I have completed the goalkeeper class, however I need some help with the attacker class. This is the first goalkeeper class. This is the attacker class, I need to expand on it by calling the save method of the goalkeeper but I am confused on what to do. Would anybody be able to give advice. Thanks Chocowak [link] [comments] |
What language/tools do you recommend for making 8-bit old school pixel game? Posted: 31 Jul 2018 02:43 AM PDT I have thought of using pygame as I know python quite well, but I can write some c/c++ and web languages too. Then there's of course game engines, which aren't really problems either. The thing is that I have no idea what should I use. I would like to be able to run the game on multiple platforms though this isn't so important. I did not plan to publish it for example to steam. [link] [comments] |
The Last Guardian staff discusses Trico's animation and other things. Posted: 31 Jul 2018 04:08 AM PDT |
Umbrella Games vs Appsolute Games. Posted: 31 Jul 2018 07:42 AM PDT Hello, [link] [comments] |
Game development: What is Baked Lighting/Lightmapping? Posted: 31 Jul 2018 07:02 AM PDT |
Is scalable browser game a possible thing? Posted: 31 Jul 2018 06:58 AM PDT The question sums it all. I've been thinking about making games after years of pause, utilizing the knowledge I acquired in programming since the last time. It also means I'd like to plan ahead, even in "the grand scheme of things", which, combined with my earlier experiences during Ludum Dare, led to the conclusion that browser games are my optimal choice. Games that can run in browser are much more accessible, and as I noticed, that is quite important nowadays. However, I feel like I'm confident enough in my programming knowledge that I can and also want to build on a stable foundation, meaning that I'd prefer not to run into scalability issues later. (Hotline Miami 2 was a particularly good example for me at that, I heard about how was it a nightmare to handle with GM Studio - and I love writing my code anyways) Is the two mutually exclusive? That is, can I "deploy" a game to web while maintaining decent performance at large number of resources? If not, what should I use for this purpose? The only such framework I know is Phaser but by my experience, it's anything but scalable. Don't get me wrong, I love it, but caused serious performance issues in browser. My focus is on 2D, obviously, because I'm aware how insanely complex and resource-heavy 3D can become. [link] [comments] |
Real-time iPhoneX-based motion capture pipeline in Unreal Engine Posted: 31 Jul 2018 10:39 AM PDT |
How Do You Create Realistic Mountains? Posted: 31 Jul 2018 06:42 AM PDT I'm currently working on a project where I have to cover a large area with alpine mountains. Problem is, I have no clue how... Any ideas? What kind of software perhaps? Thanks in advance! EDIT: I have tried World Machine which doesn't really seem to be made for huge mountain ranges. My landscape is ~50km large and I wanna cover at least one third with (alpine) mountains. I'll probably stick to Photoshop (basic layout) and WM (erosion etc.) if I won't find anything else. [link] [comments] |
Posted: 31 Jul 2018 10:18 AM PDT I've been trying to get into gamedev as a hobby lately, however I've found that I've kind of got this paralysis about taking the step from learning to doing. I'll pick up an engine that seems nice, for instance Godot is what I'm doing right now, and I'll try to learn about it: read the documentation, watch some tutorials, do some follow along projects, etc. to get the basics. But before I actually get to the point of just creating something I end up feeling like I'm still missing some crucial step of knowledge and seeking out more information: I don't know how to do pixel art so instead of getting free assets I should learn tool for that, oh I'll need music eventually so I should learn how to create that for games, oh I don't know how to do x y z in this engine yet so I'll look up a tutorial series on that, etc. The result is that I never end up applying any of this knowledge and just get burned out by learning things and hoping that an idea will just come to me in the process. So how did you guys get started actually creating something for yourself, even if it was just some silly little personal project? [link] [comments] |
Why is LibGDX praised so much even though I see nothing about it on the internet? Posted: 31 Jul 2018 10:07 AM PDT First of all, I'm not a game developer and I have just started to find about about all the game engines and frameworks. So please excuse my ignorance if I sound offensive about something. All I want to know is what exactly is going on. I'm a CS student in summer break wanting to make a 2D game just for the sake of it. I got the idea down and it looked fairly simple so I tried to decide on what I should make my game with. When I googled "2D game making" I saw many articles and threads about how good libGDX is, especially for 2D games. As someone who already worked with Java I was happy to see this and said "this is it". But after searching about more libGDX all I could find are 5 year old posts, a non-existant subreddit, a few flappy bird tutorials on youtube, etc and overall a very small active community. Is libGDX maybe a dead project, is it not used that much anymore, or did I get a wrong impression? Please shed some light on me, have a good day! [link] [comments] |
Tips on Creating Stylized 3D Content Posted: 31 Jul 2018 09:50 AM PDT |
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