Raytracing - in Excel! (incl. excel model link and other resources) |
- Raytracing - in Excel! (incl. excel model link and other resources)
- Steam China announced: will be separate from the international version of Steam
- I made a voxel pathtracer from scratch, and today you can try the tech demo!
- Realistically how much time do you save using a game engine like Unity vs making a game from scratch with C++ or C#?
- Free Full Body Motion Capture HTC Vive BVH Export
- FREE Blender 2 8 New Tutorial Create a Stylized Lop Poly Chest Complete Guide For Beginners
- 2D mobile game
- What maximum texture size do you feel safe with when developing games for current market?
- Visual Scripting for beginners.
- New UI combines the Items Inventory with the Ship Upgrades HUD for easier game management -- How does she look?
- Bmw bringing new hot 8 series engines
- How To Create RPG Systems - Part 12 - Buying And Selling Items
- Unity Cutscene
- A Path tracing game engine im working in C++ , GLFW3, and OpenGL 4.6.
- Where can I get advice on game design?
- Any standard/support for ranges in any i18n library?
- Want to change careers. Where do I start?
- Any Mac game devs in here?
- Using Neosis to export model from Vanquish for use in Blender - Tried .obj and .dae, and the formats work but there's no textures on the model. Help please!
- SkillShare Resources?
- Is it feasible for a solo hobbyist to implement a message system a la Dark Souls ?
- Journey into Utility AI for UE4 (Part Two)
Raytracing - in Excel! (incl. excel model link and other resources) Posted: 21 Aug 2019 04:04 AM PDT Hey peeps, Off the back of my pseudo and "real" 3d excel models, I've made a raytracing model in excel which I hope demonstrates the basics of raytracing for any of you that are keen to learn! As many of you will know, raytracing techniques are starting to be used more and more in game / graphics engines due to the increases in GPU power, and the concepts are also used in things like collision detection and game AI (e.g. "feeler" systems). You can see the model in action here: https://youtu.be/m28jJ7CMp8A And the model itself can be found here: https://github.com/s0lly/Raytracer-In-Excel If you are interested in this topic, you can find more resources here: - The Ray Tracer Challenge (book) by Jamis Buck (the model largely uses the approach taken in the beginning part of this book). An excellent read!! Very engaging. - Ray Tracing in One Weekend (pdf free online) by Peter Shirley - very interesting and slightly more complex approach to the above, but a bit less hand-holding. Hope you find it useful! [link] [comments] |
Steam China announced: will be separate from the international version of Steam Posted: 21 Aug 2019 03:27 AM PDT |
I made a voxel pathtracer from scratch, and today you can try the tech demo! Posted: 21 Aug 2019 10:08 AM PDT |
Posted: 20 Aug 2019 03:10 PM PDT I'm asking this question because I'm the type of person who likes doing things on his own. I would enjoy learning programming with C++ or C# and improving my skills as I go along. Looking at big hits made by a solo dev such as Stardew Valley (Really any game that took years to develop) ..... how would development time improved by using something like Unity? Could it have been done in less years? Would there be limitations that could make the game play differently? I know i'm definitely going with C++/C# mainly because I would like to learn programming and have it in my back pocket for things outside game development. I think it would also be cool to work on my own game engine dedicated for 2D games, any idea how long/difficult this would be? I love grinding and learning new skills so this could be a nice hobby project making a 2D engine and game. I'm in no rush, but would like some input. [link] [comments] |
Free Full Body Motion Capture HTC Vive BVH Export Posted: 21 Aug 2019 03:39 AM PDT |
FREE Blender 2 8 New Tutorial Create a Stylized Lop Poly Chest Complete Guide For Beginners Posted: 21 Aug 2019 05:39 AM PDT |
Posted: 21 Aug 2019 08:55 AM PDT Hello Reddit, I want to create a single player 2D mobile game as a side project, the thing is I don't know what to learn. I'm a QA Engineer, I know programming but my knowledge of Selenium, RestSharp, etc won't help me with this project. I'm confident that I can learn what it needs to be learned, but I'm not willing to learn extra, working a full time job doesn't let me enough free time. I don't want to be a game developer, I just want to make this project. So I will describe what I have in mind and maybe you could guide me in the right direction. The game is somehow similar to StickArena, a medium size map where the user can see only a portion(the size of the screen) of it. I'm thinking that the map should be composed of blocks: A wall is made by a row of blocks, a table is a rectangle of 6 blocks with a different color than the wall, and so on. Also I want to put images on objects, e.g. I way want to put a round picture of food on the table made of 6 blocks. The minimalist character navigates through the map, interacts with objects, like distroing them, changing their color, move them. I also need help in finding free to use resources like sounds and svg files. For start I will create this for Android, but when choosing technologies I want to have in mind that in the future I may want to make it for IOS also, but without reconstructing it from 0, I want to reuse as much as I can. Thank you! [link] [comments] |
What maximum texture size do you feel safe with when developing games for current market? Posted: 21 Aug 2019 10:34 AM PDT 1024, 2048, 4096, 8192? I see old Unity posts (dating back to 2010) saying 4096 is maximum texture size you can *use. But what about today's game market? Would you limit your audience if say, you chose to stick with 8192? (developing for PC) [link] [comments] |
Visual Scripting for beginners. Posted: 21 Aug 2019 09:03 AM PDT I just started learning Unity since I had a game in mind. I watched a few youtube vids here and there and learned that I shouldn't go big in the first try. I want to make 2d games for my very first few games. Will virtual scripting like Playmaker be sufficient? Or do I still need to learn C#. It is such a hassle since I'm on 11th grade and currently taking Media Arts (films, editing and things). [link] [comments] |
Posted: 21 Aug 2019 12:34 PM PDT |
Bmw bringing new hot 8 series engines Posted: 21 Aug 2019 12:31 PM PDT |
How To Create RPG Systems - Part 12 - Buying And Selling Items Posted: 21 Aug 2019 12:29 PM PDT |
Posted: 21 Aug 2019 08:38 AM PDT I'm trying to create a cutscene of a door opening elsewhere in the scene (or at least cut to a camera showing it live), so I've created an animation of the door opening. However, I cant figure out how to attach a second trigger to the pressure plate that currently functions to open the door. Basically, what I want to happen is that when the character steps on the pressure plate, the door opens elsewhere and you can see the door opening. Help? This is in Unity 2019.2 [link] [comments] |
A Path tracing game engine im working in C++ , GLFW3, and OpenGL 4.6. Posted: 21 Aug 2019 11:57 AM PDT |
Where can I get advice on game design? Posted: 21 Aug 2019 11:52 AM PDT I want to get advice on not only the progress of the game but also the corresponding graphic design. This is the first thing that comes to mind I tried to make a puzzle game with very simple graphics. Imgur I made a basic foundation with a game engine And immediately lost what to do. So I decided to think about the overall design of the game to decide what to build next. If you design a new button or menu, you have to create a function and plan accordingly. I always work in this order Imgur This is a custom made design Slightly three dimensional and no outlines I painted it like a panel When I showed this to a friend, I got a bad reaction. Imgur So I followed the design of my favorite games on the Internet But it feels a bit lacking I don't know if this is enough. I am thinking of a puzzle game, but I haven't decided what kind of puzzle it is. The basic function is to make it burst when the same blocks are collected, like Puyo Puyo. It aims to create a game with simple rules, but it's too monotonous to think simple. Always draw a picture that always comes to mind Then draw the partial feelings that follow. After that, let's make only basic functions. And then I lose the specific direction of what to do And bury the project Every time is a series of these vicious cycles Where can I get advice on designing what to do next? [link] [comments] |
Any standard/support for ranges in any i18n library? Posted: 20 Aug 2019 11:37 PM PDT So I have written my own i18n library for Unity to support all kind of languages and so that I can import and export everything from and to the crowd translation service OneSkyApp. Works like a charm. Even those pesky plurals. But now I want to use ranges and OSA doesn't support it (they never thought about it) and ask for an example how that would look in JSON. So instead of feeding them some made up stuff I looked if there are any standards out there or other platforms or libraries that support ranges but I have found none so far. So does anyone of you know if such a thing exist? It is strange that nothing like that could be found as this is a quite common requirement for games. With ranges I mean things like "This sword deals 3-5 points of damage." Depending on the values and the language there might be a multitude of options (especially with languages like Russian or Polish). This site shows all the rules for ranges if anyone is interested. Example json (German) could be: The placeholders are made up (%f = from, %t = to) and plurals normally use %n but I had hoped for a standardized naming for those. [link] [comments] |
Want to change careers. Where do I start? Posted: 21 Aug 2019 09:33 AM PDT As the title says, I'm looking to make the jump and switch career paths. I'm currently a chemist with an undergraduate degree, and I'm not enjoying what I'm doing. I really enjoy technology and video games, and so I'm looking into game development, computer science, or something tech related. I currently work full time in my field and would like to continue to do so while going back to school, doing development on the side, etc. As someone residing in Ontario, are there any night school or online programs I can look into? Any advice would be appreciated. [link] [comments] |
Posted: 21 Aug 2019 09:08 AM PDT Lately I've been working with a company in Singapore called Talansoft. They mainly develop Augmented Reality stuff, but their development software called Valkyrie is a fully fledged game engine, and they just released a beta version for MacOS. I'm not a coder, which is why I really like their "make a game without coding" philosophy. I mainly muck around in AR with their software but I'm considering using it to prototype and develop a few game ideas I have. Anyway we'd love for some Mac devs to try out the engine and let us know what you think! Super keen to see what people can make with Vlk! Here's some more info on the engine: https://talansoft.com/vlk And here's the beta version of Valkyrie for Mac: https://cdn2.talansoft.com/ftp/Installers/Valkyrie-20190818_045239.dmg [link] [comments] |
Posted: 21 Aug 2019 09:07 AM PDT |
Posted: 21 Aug 2019 08:50 AM PDT I was wondering if anyone has had any luck with SkillShare? My computer recently fried (the motherboard chipset went out, it was a whole thing with the warranty, it got messy, long story short I won't be purchasing MSI products anymore) and I can't develop anything on my work laptop for two reasons, because it's nowhere near powerful enough and because anything I create on the laptop automatically becomes the property of my employer. So I've been watching YouTube videos here and there, getting some advice from Thomas Brush (Pinstripe and Coma developer) on YouTube and I recently took on the SkillShare 2-Month trial and I just wanted to see if any other devs out there could vouch for it. Did you actually get anything from it, if you've used it at all? Does it really help? So far, I've only had time to look at one video about the psychology of game development and it almost feels like I'm just watching a YouTube video and I don't want to pay for something that I can already get for free. [link] [comments] |
Is it feasible for a solo hobbyist to implement a message system a la Dark Souls ? Posted: 21 Aug 2019 04:32 AM PDT So I've started working on a prototype where players explore a huge (procedurally generated) map. The game is not multiplayer, but I wonder how hard it would be to implement online messages that players can leave on the map and that others players can read. I suppose I will need a server/database, but is it something simple enough for me to do ? Or am I talking science-based dragon mmo here ? [link] [comments] |
Journey into Utility AI for UE4 (Part Two) Posted: 21 Aug 2019 06:36 AM PDT |
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