One of my latest 3D model created using photogrammetry |
- One of my latest 3D model created using photogrammetry
- 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!
- Over 150 modular assets for creating fantasy towns (3D and 2D renders, public domain)
- Contacting Press, Youtubers and Twitchers - Some links for you. if you have others, add them please
- 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
- Pokemon Voxel Engine
- A lot of pixel games have a height of 240. Do they accept the distortion with 1080p?
- Making a dynamic tile + dynamic light engine
- The Door Problem of Combat Design
- How To Make An RTS Game In Unity - RTS Camera(EP01)
- Looking for references to design a custom level editor
- Interview with the original Tomb Raider level designer
- UE4 Raytrace Packages ( The DXR spotlight contest)
- Properly iterating through my game's entities?
- The Sinister Reasons For Adding Microtransactions After Launch (The Jimquisition)
- Call for Help: Dynamic Character Controller
- What’s the best Laptop for GameDev?
- What technique would work for making a Pole Vaulting mechanic in Unity 3D?
- Quadtree and collision detection
- My GMTK Game Jam Experience
- Skill Point Ep. 1 — Riot Games and League of Legends (Premiering on Aug 9)
- Any tips for writers block?
One of my latest 3D model created using photogrammetry Posted: 06 Aug 2019 08:28 AM PDT |
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!) [link] [comments] |
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. 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 [link] [comments] |
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 :) [link] [comments] |
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:
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:
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. [link] [comments] |
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! [link] [comments] |
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 [link] [comments] |
Looking for references to design a custom level editor Posted: 06 Aug 2019 11:25 AM PDT TLDRFrom 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 versionI'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 :
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 :
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.
[link] [comments] |
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 [link] [comments] |
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 [link] [comments] |
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. [link] [comments] |
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. [link] [comments] |
Quadtree and collision detection Posted: 06 Aug 2019 08:44 AM PDT |
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 |
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. [link] [comments] |
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