• Breaking News

    Tuesday, August 6, 2019

    One of my latest 3D model created using photogrammetry

    One of my latest 3D model created using photogrammetry


    One of my latest 3D model created using photogrammetry

    Posted: 06 Aug 2019 08:28 AM PDT

    Hi Gamedev! I released another massive royalty-free sound library! I recorded train pass by, coming & leaving stations, loud horns & crowd walla on my Vietnam road trip in Ho Chi Minh City, Da Lat, Da Nang, Hue & Hanoi. I hope you can use it!

    Posted: 05 Aug 2019 07:27 PM PDT

    Over 150 modular assets for creating fantasy towns (3D and 2D renders, public domain)

    Posted: 06 Aug 2019 08:22 AM PDT

    I'm back! After losing a lot of data (back-ups, how do they work?) I've managed to recreate the tools I need to release these assets (see them in action). The first new 3D release is a package of 150+ modular models for creating fantasy style towns including pieces like walls, roofs, doors and even a windmill. Let me know what you think and feel free to request more assets or improvements!

    License: CC0 (public domain), completely free to use in personal, educational and commercial projects (no permission/credit required). Download includes license file.




    If you can, consider purchasing one of my bundles or supporting on Patreon, those are greatly appreciated and ensure that there will be plenty of more assets in the future (6 years and counting!)

    submitted by /u/KenNL
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    Contacting Press, Youtubers and Twitchers - Some links for you. if you have others, add them please

    Posted: 06 Aug 2019 03:54 AM PDT

    Contacting press and influencers is pretty important so below are my lists that i have saved for video game sites.

    I'm launching in a little over a week and looking over my saved links, i noticed the youtuber list is sadly no longer online.

    If you have other links, especially recent ones, feel free to add them in a comment, or if you don't want to list them publicly, i would appreciate it if you shoot me a PM.

    Indie Game Sites

    Video Game Sites

    genre specific video game sites

    The missing youtuber lists were here but i cant for the life of me remember what you need to do find a cached version.

    If you have an email list of streamers or a secret recipe on contacting them, please share :)

    All i have is a list of top 100 streamers that probably want a Porsche before they stream you lol

    submitted by /u/ThrustVector9
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    I'm Logan Williams of Indie Wolverine, an experienced video game marketing studio. We just supported a team that made it to #1 top seller on Steam. AMA

    Posted: 06 Aug 2019 07:32 AM PDT

    UPDATE: I'm back from lunch, but have some tasks that have been added to my plate. I will be jumping back in here every so often for the next couple hours to see if there are any further questions to answer. That being said, I've been happy with the questions so far and am happy to answer any further questions through email at [logan@indiewolverine.com](mailto:logan@indiewolverine.com). I'll update this post again when I'm 100% done with the AMA.

    Hi /r/gamedev! I'm Logan Williams, the CEO at Indie Wolverine, an indie-friendly marketing studio based in Wilmington, NC. Recently, we had the opportunity to support the team behind the game, Iratus: Lord of the Dead with their early access launch on Steam. Within 24 hours, Iratus made it to the best selling full game on Steam (the only thing above Iratus at the time was the new PUBG DLC). We've been around for years now and have had many experiences with successful launches and failed launches.

    I just started my work day and have a full large iced americano in front of me and a clean inbox, so AMA.

    I'll make sure to post an update when I'm getting close to heading out. Until then, don't hold back :)

    submitted by /u/IndieWolverine
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    Pokemon Voxel Engine

    Posted: 06 Aug 2019 04:55 AM PDT

    A colleague and me are working on this for about 6 months.

    The engine's main features are:

    • Pseudo ray-marched AO for arbitrary shaped meshes
    • Shadow map based volumetric light-scattering
    • Weather system
    • Clouds, Cloud shadows
    • Skeletal Animation and support for .GLTF, .OBJ and .MD5 mesh
    • Ray casting (e.g. for Voxel selection)
    • Infinite seed-based worlds

    Graphics:

    The engine can smoothly render about 512 chunks, where each chunk consists of 32x64x32 voxels. We write all voxel meshes per-chunk linearly into a GL buffer. After populating the buffer, we propagate the sunlight and store the gathered lighting information in a 3D texture. All this is done in a separate thread and the data exchange is done using SharedArrayBuffers.

    Ambient Occlusion:

    We achieved smooth, fast AO (compared to SSAO) by storing CPU-propagated light information into a per-chunk 3D texture with linear filtering. Then, in the shader we lookup the lighting information like this:

    • Create 6 rays at the pixel's world position
    • Rotate 5 of them a bit (upwards, downwards etc.)
    • Shoot each ray 3 times, on each step, lookup the relative light texture value
    • Average their results
    • Create another ray, positioned at the center of the object to get the amount of "self-lighting" (translucent objects like grass allows light to propagate threw it)
    • Average the results and add the "self-lighting" ray's result on top

    Note that, depending on your models, the ray and step amount can be reduced without a significant quality loss.

    Copyright:

    To at least reduce the chance to get a shutdown, players are required to have a copy of the game "Pokemon Rumble", where we extract the models, textures and sounds from.

    submitted by /u/Schampu
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    A lot of pixel games have a height of 240. Do they accept the distortion with 1080p?

    Posted: 06 Aug 2019 01:51 AM PDT

    Nuclear Throne, Cave Story and loads of other pixel games have a height of 240px. This scales good with 720p, 1440p and so on but it doesn't cleanly fit into 1080p.

    Do they just accept it will be a little distorted and not a full clean scale up? I've never notices a difference.

    I know they could adjust the resolution depending on the screen so it is a clean scale but I don't think the games I mentioned does.

    Edit: Looks like people just accept it. I could always give the option for the game to be played at x4 with horizontal black bars. Or the user could change their resolution to 720p. Maybe in a few years 1440p and 4k will be the standard and 240 will live strong!

    submitted by /u/D3_gaXwxb-MN48uC_pO_
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    Making a dynamic tile + dynamic light engine

    Posted: 06 Aug 2019 12:22 PM PDT

    The Door Problem of Combat Design

    Posted: 05 Aug 2019 02:02 PM PDT

    How To Make An RTS Game In Unity - RTS Camera(EP01)

    Posted: 06 Aug 2019 05:16 AM PDT

    I asked some people what tutorials they would like to see,most of them asked fora strategy game(with population,time cycles e.t.c),so I started an RTS Series,check it out if you are interested:

    https://www.youtube.com/watch?v=PlP2kvJtmko&feature=youtu.be

    submitted by /u/persistent_dev
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    Looking for references to design a custom level editor

    Posted: 06 Aug 2019 11:25 AM PDT

    TLDR

    From your personal experience, what level editor was the most enjoyable to use and what features made it stand apart?

    (Note : This is not about game engines. My question is focused on the level editing aspects of any tool you may or may not have used before).

    Long version

    I'm building a game and the level editing part is slowing me down to a crawl so I'm building a level editor to speed things up.

    However, I'm not sure what kind of tools I would actually need so I'm looking for examples of what other editors did right and what they did wrong.

    For example, the map editor of Path of Exile have a lot of features I find useful :

    • In the linked video, you can see them drawing lines to represent a wall, a path and an intersecting river. Then these elements are randomly moved around and the editor generates the 3D map by assembling 3D tiles on a grid
    • Because the map is loosely defined, it can produce many variants while making sure the important parts are always present

    I couldn't find anything similar to this. I like the idea of designing a map from simple shapes but I don't really like the gridmap approach they used to generate the map, so I figured I could build my own tools but only picking the ideas I like.

    I started writing a tool that generates geometry from a 3D curve with mixed result when I found this tweet. I know so little about level editor that I never thought it was possible to use height maps in a non destructive way.

    So that's why I'm asking : What useful features and tricks are there out there I could draw inspiration from?

    Some more details on what I'm building :

    • A 3D, top down exploration game
    • Small self contained maps, no open world, no streaming
    • Features both indoor and outdoor environments

    I don't need as much randomness as the Path of Exile editor but I like that only the important bits of the map are defined, while leaving the rest to the editor. So I'd like to create level editing tools that allows for a non destructive workflow to make the maps easier to modify later on.

    • So far I've made
      • A tool to define and manipulate curves in the editor
      • A tool to randomly fill an area (defined by a curve) with objects (useful for grass and scattered props)
    • I'm planning to add the following :
      • Terrain creation tools, probably based on a height map (but then I don't know how I'll add caves and overhangs)
      • A procedural building tool where I would just draw a floor plan, set the amount of floors and let the editor generate something from there. (I don't have any leads on that yet)
    submitted by /u/HungryProton
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    Interview with the original Tomb Raider level designer

    Posted: 06 Aug 2019 08:09 AM PDT

    UE4 Raytrace Packages ( The DXR spotlight contest)

    Posted: 06 Aug 2019 08:50 AM PDT

    Hi folks, we have prepared 2 projects for The DXR Spotlight contest . We were one of the winners with the LpTrailer project. Here are the packages;

    https://i.redd.it/0yv3lhqfmue31.jpg

    Charger

    Download : https://drive.google.com/open?id=14YkSkl9OjxvhKV_to8g-q3_xYhM20n4R

    https://i.redd.it/g5jlu6ggmue31.jpg

    LpTrailer

    Download : https://drive.google.com/open?id=1SyM5wBkCsgg30WoPKWnwRICV1I7PMt5b

    submitted by /u/tetanoise
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    Properly iterating through my game's entities?

    Posted: 06 Aug 2019 10:56 AM PDT

    The way that I've always gone about updating my game entities every update call was by looping through a list of all entities in my game, but this just doesn't sound like it would be great if I had more then a few hundred entities existing at once.

    Something that always bothered me when I would watch basic game programming tutorials was that they would not really cover this topic: the games never involved too many entities where you wouldn't just hard code all of them, like pong for example.

    So is there a better way to updating entities than iterating through a list of them every update call? Thanks

    submitted by /u/Toscoes
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    The Sinister Reasons For Adding Microtransactions After Launch (The Jimquisition)

    Posted: 06 Aug 2019 10:08 AM PDT

    Call for Help: Dynamic Character Controller

    Posted: 06 Aug 2019 01:11 PM PDT

    What’s the best Laptop for GameDev?

    Posted: 06 Aug 2019 12:57 PM PDT

    Unfortunately, I dont have the budget for a desktop. I was wondering whats my best option for GameDev in a laptop.

    submitted by /u/yourboyypabloo
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    What technique would work for making a Pole Vaulting mechanic in Unity 3D?

    Posted: 06 Aug 2019 12:32 PM PDT

    How would I even begin constructing a 3D bendy pole that can launch a player based on how it bent, player pos., etc.? Like what tools to use within Unity that make it possible with the 3D physics? Please give advice, like relevant Unity keywords to read up on, if you can.

    submitted by /u/rashapou
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    Quadtree and collision detection

    Posted: 06 Aug 2019 08:44 AM PDT

    My GMTK Game Jam Experience

    Posted: 06 Aug 2019 12:27 PM PDT

    Skill Point Ep. 1 — Riot Games and League of Legends (Premiering on Aug 9)

    Posted: 06 Aug 2019 11:57 AM PDT

    Any tips for writers block?

    Posted: 06 Aug 2019 11:52 AM PDT

    So I'm always coming up with ideas for games, almost everyday I think of a new idea for a game, the problem comes when I actually sit down and try to develop one... I get the worst writers block, I can't think of a story, genre, mechanics, music, or art style to save my life so I was wondering if anybody had any tips for when this happens, what can I do to get myself on track?

    Also... I know this isn't in the same realm of my previous question but... how do I choose an art style? I mean... I haven't developed my own yet and have absolutely no idea where to begin developing one.

    submitted by /u/RicketyTicketyTock
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