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    Sunday, January 12, 2020

    I've created 200 (low-poly) food models plus 2D renders and they're all public domain!

    I've created 200 (low-poly) food models plus 2D renders and they're all public domain!


    I've created 200 (low-poly) food models plus 2D renders and they're all public domain!

    Posted: 12 Jan 2020 07:44 AM PST

    Hey all!

    Hope everyone is doing well. I've created (with a bit of help from our intern) 200 food models which are included in five different 3D file formats to make sure they work with most game engines. Also included are 2D sprites if your engine doesn't support 3D models or you need some UI sprites.

    Let me know if you've got any requests, would love to hear what the community would like next!

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



    submitted by /u/KenNL
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    Added changing color effect

    Posted: 12 Jan 2020 04:39 AM PST

    Beginning to shaders, here is my first ascii camera shader !

    Posted: 11 Jan 2020 04:59 PM PST

    What I made in Unity after learning from youtube tutorials for two weeks

    Posted: 12 Jan 2020 09:42 AM PST

    Unity Portals (Part 5) | Shooting & Positioning Portals

    Posted: 12 Jan 2020 04:54 AM PST

    Free Material Pack: Metallics (link in the comments)

    Posted: 11 Jan 2020 06:04 PM PST

    What's stopping you from developing your dream game?

    Posted: 12 Jan 2020 03:31 AM PST

    Why is Sims unique?

    Posted: 12 Jan 2020 05:35 AM PST

    The Sims series is very one-of-a-kind; no other game is remotely like it. It's like it's its own genre. It's also wildly successful. Usually, when a game explores a new idea and becomes popular, there appear all kinds of clones or just games that explore this topic in an alternative way. But Sims is unique in its niche. Why? Why aren't we seeing any Sims-like games?

    submitted by /u/thetimujin
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    Destructible Terrain... Where do you guys think I should take this?

    Posted: 12 Jan 2020 08:38 AM PST

    Best reads on developing game AI?

    Posted: 12 Jan 2020 05:55 AM PST

    What books, or online articles (or even youtube videos) would you recommend to learn making the AI of game characters or game bots? I am currently developing bots for my multiplayer game ^^.

    submitted by /u/Nodragem
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    Ideas to lessen time animating/drawing a 2D action game?

    Posted: 12 Jan 2020 11:19 AM PST

    So, imagine Dark Souls combat mixed with NES castlevania combat. 2D sprites, the player mostly uses one laggy attack, the enemies have complex movesets with telegraphs and punish windows.

    What are some interesting ways to bypass my slow drawing pace to make this game NOT take a year to draw, but also still give it a unique/appealing aesthetic?

    Currently what I have in mind is using color swaps on idle sprites to indicate which attacks enemies are about to do, or the more interesting idea is adding effects animations that are just layered over the idle sprites. Aka before every heavy slash, a red outline of a circle closed in on that enemy's sprite. Before every projectile, the enemy flashes a color as particles gather into it. I also can use Game Maker's sprite variables (xscale, yscale) to get a lot of mileage out of an idle sprite, such as by making it "breathe" but making it slowly grow and shrink to and from 110% - 90%.

    submitted by /u/PurpleFreezer
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    Procedural Generation Basics: Randomize Scale (Creating Random Rocks Tutorial)

    Posted: 12 Jan 2020 10:30 AM PST

    In a 3D engine such as Unreal, is it possible to have a model use both tileable textures as well as baked normals?

    Posted: 12 Jan 2020 06:26 AM PST

    I'm a 3D artist just getting into game development, so I'm not yet well versed in these sorts of details.

    I'm working with a 2m 2048x2048 texel density. Let's say we have a model that's particularly big, like a large piece of environment that's over 6m wide. And let's say we need a part of it to have a black/yellow "caution stripes" texture going all around seamlessly. I could easily set the UVs for that portion to occupy several UV tiles so that it has the right texel density, slap a separate material ID onto it and assign it some tileable striped texture. But then I wouldn't be able to bake details like bevels and screws from a high poly version of the mesh.

    I've seen video games where a wall asset uses a tileable concrete texture, with its own normal maps, except that the corner has its own baked edge wear normal detail. Which looks like a combination of a tileable normal map and a mesh-specific baked normal map. Now, I can imagine there being a way of simply blending two normal maps in engine, but what about a scenario such as the one I mentioned before, where you need the UVs of a mesh to go beyond the 1001 UV tile, but also have baked normals from a high poly mesh? If I were rendering the model in Maya, I could assign separate UV sets for the basecolor and normals, but I'm not sure if a similar thing is possible in game engines.

    Can someone enlighten me on what's usually done in these cases? Thank you!

    submitted by /u/-BathroomTile-
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    Building big environments - any tips?

    Posted: 12 Jan 2020 07:15 AM PST

    So I'm working on a little project where the player movement is quite fast, so I'd like to have a big city environment for the player to zoom about in. I've got lots of nice building and road models off the Unity Asset Store, but putting them together piece by piece to make an entire city, even a simple one, is a bit daunting. Does anyone have advice for how to speed the process up, or is it just something you have to plug away at?

    submitted by /u/Nigey_Nige
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    Further Mesh Regeneration Optimisations for Voxel Environments

    Posted: 12 Jan 2020 07:21 AM PST

    A few months ago I shared an article on how I optimised mesh regeneration for voxel environments.

    Since then I have optimised it further and reached an average of 0.48ms per 32x32x32 chunk. In a complex environment the algorithm produces ~20% more triangles and runs 4.9x faster than greedy meshing.

    I have released the C# source code on GitHub and have written an article explaining the optimisations made since then.

    I hope this is useful to you and I am happy to hear any feedback or further improvements that I can make.

    You can see the algorithm in practice in our latest video.

    submitted by /u/Vercidium
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    Suggestions for a scalable text-based engine?

    Posted: 12 Jan 2020 04:59 AM PST

    I have an idea for a top-down 2D open-world RPG and I'm looking for the best engine to get started with. I've messed around with Godot and Unity, but I really prefer to just stare at a text editor. I've looked at Pygame, but it seems that development has slowed or stopped altogether and the API is messy. Also, with Pygame you're trying to make a videogame with Python. That's probably not a very good idea for performance. I also took a look at Love2D and I really love it (pun intended), but I don't think that is really a good option for making any kind of open world game.

    Right now LibGDX seems like my best option - I'm comfortable with Java and it seems like a scalable, performant option. but I'm having trouble finding decent instructions for Linux users to set up their dev environment, which is scary to me. and I'm also having trouble finding tutorials for desktop dev - I am not interested in making mobile apps.

    So, should I hanker down and learn LibGDX? Am I wrong to write off Pygame and Love2D? Are there better options I'm not considering? Thanks very much for reading

    submitted by /u/barjarbinks
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    Tips & Tricks for creating a resume for Game Development

    Posted: 12 Jan 2020 08:39 AM PST

    Please Help: I am new to video game dev and I’m looking to just get started with the basics

    Posted: 12 Jan 2020 09:28 AM PST

    Hi I'm not new to coding but I am 100% new to game dev. I was just wondering about the basics. Specifically how the code you write for the game is translated into what occurs with the graphics. I. E. If I write code to move my character forward what translates that code into graphical movement (assuming graphics have already been developed). How can I practice this question by making very simple things move and react?

    submitted by /u/xseers
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    Is making an Indie MMO is worth the trouble?

    Posted: 12 Jan 2020 09:00 AM PST

    Changing Gravity Direction in Unity | 1 minute SHORT TUTORIAL

    Posted: 11 Jan 2020 11:27 PM PST

    3DBuzz mirrored at archive.org (with torrent)

    Posted: 11 Jan 2020 09:06 PM PST

    https://archive.org/details/3dbuzz-archive

    Downloads are disabled on their site (https://www.3dbuzz.com/), so here's a mirror at Archive.org. Total size is 204 GB.

    Right now, the torrent only includes 75 GB of the data for some reason, but they're all there if you browse them individually. I've asked the archive.org guys to regenerate the torrent. Hopefully it should be fixed by Tuesday, assuming there's nobody around on weekends.

    submitted by /u/SheeEttin
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    Jim Bulmer (SNK) - Interview - Arcade Attack

    Posted: 12 Jan 2020 11:56 AM PST

    Lost in the flow - quick tutorial

    Posted: 12 Jan 2020 11:52 AM PST

    Let's Simulate the World. #DevelopingMatrixGame

    Posted: 12 Jan 2020 11:37 AM PST

    Dear Redditers,

    I always believed that the current generation is better than the previous generation. If only our ancestors had made a different choice our world would have been a different place.

    Every individual at one point of time in their life would have asked themselves the WHAT IF question......

    What if the world war never happened?

    What if there was peace in the entire world?

    What if the world was a single country?

    To this... I would like to ask

    What if we could simulate this reality?

    What would the world look like if we restarted civilization afresh?

    My solution to this problem.

    Let's simulate the world and see what decisions people make.

    According to my chain of thoughts, I would like to develop a world that is a replica of the current Earth scaled down to an appropriate level but at the dawn of time.

    My ideas:

    The General Overview

    The first 100 male characters and the first 100 female characters will be considered the Adam and Eve of their respective species. Each couple would have a unique characteristic that is hidden from the player. A characteristic would include a 100% boost to one of the very late game technology (unlocked after a realtime year of gameplay or more depending of the speed of tech research)

    All subsequent players will then be randomly assigned to the couples to form their families. Children are dependent on their parents for food and shelter and knowledge as they begin their character sheet with no points in any skills. In the first 7 days (realtime) they would rapidly gain new stat boosts to their character. A character which as completed 7 days as a kid will be considered as a young adult capable of starting their own families if they are able to find a female character willing to team up.

    Players will age and eventually die of natural causes in a one years time (realtime) but their souls (player) will be reborn into a random community.

    Detailed Description of Skills

    Each character will have 6 basic attributes

    Strength

    Vitality

    Agility

    Intelligence

    Sense

    Luck [A hidden stat which is randomly assigned to an individual between 20% to 80%] (the players cannot see this value)

    Completing daily tasks and leveling up characters will reward with stat points that can be distributed as per the player's choice.

    ADAM and EVE will begin with a total of 400 points in addition to the 20 points each pre-assigned to each stat.

    Completing daily rewards will grant 3 stat points and leveling up will grant a +1 to all stats.

    Raising kids and teaching them skills will also increase the parent's stats. Hence forming families and helping new players develop is the fastest way to level up stats. For every 3 skill points, a kid gains the parents gain 1 point, but if the kid surpasses the total skill points of the parent the parents don't gain any more skill points.

    Once the kid surpasses the parent's skill points, they will gain 1 additional skill point for every day the parent is alive.

    The new characters that are created will have the average stat value of their parents.

    for example, if a character with 100 strength and a character with 60 strength Mate (register as a couple) the starting value of their child will 10% of their average value which is 16 (this will be the starting value of the new player after 7 days)

    This character sheet was inspired by the Manwha Solo Leveling with a similar understanding of stats according to the manhwa.

    The Tech Tree

    The most unique and mysterious object of the game is the tech tree. The 5 attributes each are intermingled with natural resources to create an intermingled and very complex tech tree.

    Discovering the secrets of the tech tree is the challenge of the game.

    Dear Redditors,

    I need all your help and support in developing the game mechanics of this MMORPG and someday I hope we can make this a reality.

    please suggest what features do you wish to have in this game.

    Feel free to suggest the daily tasks that need to be performed and don't forget to reply if you would be interested in playing such a game.

    The unique tech tree is something I really need help with so that the game has the appeal of discovery and a blend of game mechanics such that when new players enter at a later stage in the game they won't feel restricted by a limited number of options.

    I really wish the players to simulate the real world as closely as possible.

    submitted by /u/bhupen2412
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