/r/gamedev Suggestion Box |
- /r/gamedev Suggestion Box
- Hello Devs! A little tip :) Simple and effective. Feel free to give yours, have a good day!
- A couple weeks ago I posted about a sprite sheet plugin I made for Blender, here it is in action! Link in the comments
- GTA V - Graphics Study (Multi rendering, SSAO...
- Budget for this style of realistic low poly modelling (late 90s style)
- [Article + Source Code] Optimised Particle System using C# and OpenGL
- All in one place for gamedev! Tools, lectures, talks, game art and more.
- Help with creating a bot
- Do the US video game development studios/companies sponser work visas for non-American hirees?
- Massive Crowds of Assassin's Creed: Unity | How Games Work
- Looking for concrete, step-by-step examples of how to use data-oriented programming rather than OOP in game development (specifically 2D game development).
- As an indie and solo gamedev in 2020 do you still need to get a domain and your own website?
- Game Jams in London
- Roguelike Deckbuilding Engine - what I can do more with?
- ONLY HTML/CSS Platform Game In 1 Hour - @Dev Ed Challenge
- it took me a long time to complete this game,how can i promote it
- I posted a challenge for everyone to make a game in 1 hour.
- First time dev wanting to learn the basics
- Interview help appreciated
- Are ECS's allowed to run heavy or partial operations ?
- Question about game development.
- Should the main Game class be a singleton?
- How to make devlogs for a story based game
- Why You NEED To Be Using Source Control For Unity
- Open Buildings v Unopen Buildings
Posted: 19 Feb 2020 05:59 PM PST Howdy, This thread is meant as a replacement for the "This subreddit is garbage" thread posted earlier today, which you probably saw. The tone and language used by OP wasn't really in line with what we expect of the community; it wasn't constructive and set a bad example overall. ("Bitch please" is not in the list of approved language) But that of course doesn't mean the criticism isn't valid. We would still very much like to hear your constructive criticism if you have any, so please feel free to use this thread to continue the conversation. Also, if you have a /r/gamedev success story, feel free to share that as well. When it comes to informing future decisions, hearing what people like about the subreddit is just as helpful. Thanks! [link] [comments] | ||
Hello Devs! A little tip :) Simple and effective. Feel free to give yours, have a good day! Posted: 20 Feb 2020 05:37 AM PST
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Posted: 19 Feb 2020 10:36 PM PST
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GTA V - Graphics Study (Multi rendering, SSAO... Posted: 19 Feb 2020 03:43 PM PST
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Budget for this style of realistic low poly modelling (late 90s style) Posted: 20 Feb 2020 07:51 AM PST Hey, I am wondering if someone can give me an estimate of the kind of budget required for a realistic low poly model that looks straight out of the late 90s? Not necessarily a concrete one, but the kind of cost to be expected from a fairly experienced modeller in this day and age where these kinds of models are easier to pull off, albeit if you know how to do it. Case in point these kind of models: These are from an earlier build of Duke Nukem Forever in case you are wondering. Ignoring the other stuff that would require money, just for 3D character/creature models, how much would it cost if they had this level of fidelity? [link] [comments] | ||
[Article + Source Code] Optimised Particle System using C# and OpenGL Posted: 20 Feb 2020 06:07 AM PST Hi all, I'm sharing another article about how I optimised updating, buffering and rendering particles in 3D games. The system supports updating particles with multi-threading, as well as writing data to the same VBO across multiple threads with OpenGL. I have released the C# source code on GitHub and the article is available here. I hope the source code is useful for you all and I am happy to answer any questions or lend a hand. [link] [comments] | ||
All in one place for gamedev! Tools, lectures, talks, game art and more. Posted: 20 Feb 2020 08:56 AM PST Enjoy: https://github.com/Pndy/gamedev-list Let's discuss what is worth attention and interesting from the list. The list isn't mine. [link] [comments] | ||
Posted: 20 Feb 2020 11:00 AM PST I'm making a basic game in java. It's two sprite characters that can't move, only punch/kick eachother(3 different variations of punching and kicking). Everything is done and I used keylistener so both characters are playable. What I'd like to do is replace the keylistener someway that makes the characters attack eachother with a random variation of a punch/kick. How do I go about doing that? Is there someway to replace keylistener altogether with a rng? [link] [comments] | ||
Do the US video game development studios/companies sponser work visas for non-American hirees? Posted: 20 Feb 2020 07:07 AM PST Hello everyone. I wanted to ask for some advice and guidance. I would greatly apperitiate some feedback from those that work in the US game industry or otherwise have information on the matter. I am thinking about immigrating to the US in the future. I am aware that is it somewhat common for software companies to sponsor work visas for their software developers (even the many starups!) which can start the immigration process for citizenship through naturalization. However, I am not fimiliar with how common/rare and doable this is in the video game industry. I am really interested to be working in the video game industry, however, if it is going to make it significantly harder for me to get sponsered for a US work visa then I might have to opt out of the game industry. At least for now. [link] [comments] | ||
Massive Crowds of Assassin's Creed: Unity | How Games Work Posted: 20 Feb 2020 10:37 AM PST
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Posted: 20 Feb 2020 10:35 AM PST Title pretty much says it. Since having run into a few videos/articles on data-oriented programming, my interest has been piqued. What is lacking in pretty much everything I've seen, though, is concrete side-by-side examples where OOP philosophy is replaced with its equivalent in data-orienteted philosophy, to be able to see how to implement the data-oriented version in place of the OOP version. I'm still relatively new to programming so more abstract philosophy is less useful to me than in-my-face line-by-line examples. Does anyone have any resources for this? I'll take any general programming resources but game-engine/game-dev specific would be killer. Thanks so much. Also, is this what "c-style C++" programming would be considered? EDIT: Welp, that was quick. I think I found something that answers my question. http://www.dataorienteddesign.com/dodmain.pdf Would still love to get the input of the /r/gamedev community on Data Oriented Design resources. [link] [comments] | ||
As an indie and solo gamedev in 2020 do you still need to get a domain and your own website? Posted: 20 Feb 2020 08:33 AM PST My sincerest apologies to the mods because this was asked few years before, but I believe this bears asking every now and then as industry trends shift. Is it absolutely essential to have a business domain and website for indie and solo gamedevs in 2020? Can't I just direct potential players to my itch.io page? What marketing essentials should a beginning solo developer be aware of? Also, what happens when you find out later that your chosen brand name overlaps with someone else's? I've found that it's really tough finding a good name that fits your brand but isn't exactly like someone else's. People seem to be registering names and sitting on them. BONUS QUESTION: Speaking of names, what do you do when you find out later that your game's title is the same as another, but your game's content is different and more relevant to the title? [link] [comments] | ||
Posted: 20 Feb 2020 06:21 AM PST Hi there, I'm just wondering where I can find out about any in person game jams in London (If they exist!). Thanks :) [link] [comments] | ||
Roguelike Deckbuilding Engine - what I can do more with? Posted: 19 Feb 2020 07:06 PM PST
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ONLY HTML/CSS Platform Game In 1 Hour - @Dev Ed Challenge Posted: 20 Feb 2020 11:51 AM PST
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it took me a long time to complete this game,how can i promote it Posted: 20 Feb 2020 11:50 AM PST
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I posted a challenge for everyone to make a game in 1 hour. Posted: 20 Feb 2020 11:43 AM PST
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First time dev wanting to learn the basics Posted: 20 Feb 2020 11:21 AM PST Hey all, I'm completely new the development scene. I want to make a turn-based RPG, but I have no clue how to do so. Where would I begin to learn to code for that? I know how to make some assets and write out the plot. However, I actually want to learn about coding so I can make this come to life. Do you guys have any tips or tutorials for this budding game developer? [link] [comments] | ||
Posted: 20 Feb 2020 10:41 AM PST Hey, so in brief: I have a job interview next Thursday for a graduate game programming position in C++ and I really want to get this job, so I'm looking for any advice on what to revise, learn, look into, and practice to make sure I'm super prepared and nail the interview! I don't have the highest self-esteem so I feel kinda unprepared and would love any help you wonderful people can give me! ^.^ thank you so much in advance! Now, the long version: I'm a recent graduate with a 1st degree BSc in Computer Games Programming. I graduated in July and have spent the entire time since then looking for a job in the industry. I have expanded my range in terms of location as I'm getting more desperate but I have just had pretty bad luck. I have had about 5 in-person interviews, 7 or 8 programming tests, 5 or 6 phone interviews, etc etc so the problem seems to be at the last hurdle. I've had plenty of places seem happy with me right up until they decline my application, but I've also had several where I seem to fall at the technical stage. I personally believe it's a combination of (obviously) a lack of knowledge, on-the-spot pressure, and the fact that I do all my work and learning hands-on where I solve problems by doing it wrong, studying the result, and fixing it, which can't really be done when you're just vocalising an answer to the interviewer. This particular job gave me a phone interview recently and I did better than I have in any other interview. The questions seemed really easy (especially compared to others I've had!) and I was able (for possibly the first time) answer with total confidence and certainty. It went really well and the guy was really nice but afterward I heard nothing. It was only after I emailed twice a week and a half later that I got a response saying they liked me and want to invite me down to them. The position is located in a place that many potential candidates wouldn't necessarily want to commute/relocate to but the reputation of the company and the type of work I'd be doing makes me more than happy to do my very best! I just really want to get there with confidence and feeling prepared but I never know what to look into for these things. All I've been told is that the interview will involve some technical questions and a "whiteboard exercise" whatever that means. I'd greatly appreciate any pointers or topics that you'd recommend me looking into or getting my head around in preparation as I have a week to prepare and being turned away again and again is really starting to take its toll on my self worth. I need this really badly and I thought this would be the best place to turn to for advice and tips. I can elaborate on the job description if needed but there's not a whole lot to go on. They seem to be employing anyone from graduate to senior and are obvs considering me for a graduate position. Thank you so much for reading, I'm so sorry for all the waffling! :P Any help would be so greatly appreciated! Thanks again all! <3 [link] [comments] | ||
Are ECS's allowed to run heavy or partial operations ? Posted: 20 Feb 2020 10:25 AM PST I only saw ECS-examples of systems where we iterate over players to calculate their new position... those were mostly basic operations... My question here is, are Systems also allowed to run heavy operations ( A system which loads up the environment for a player by quering the entitys near him for sending them to his client ) ? Or are systems allowed to run over a partial chunk of the whole mapped entitys ( ID: 1-10 e.g.) ? [link] [comments] | ||
Question about game development. Posted: 20 Feb 2020 09:56 AM PST Before I ask a question. I want to point something important out. My PC is not designed for gaming. It's an HP All-In-One which is a major disadvantage in programming. Upgrading to another pc at the moment is not an option. I have been searching for alternative engines and softwares for game development. I've attempted using softwares for game development such as Unity, Unreal, Blender, etc. None of them seem helpful towards me if I cannot test something due to performance problems. I have no specific idea for a game in mind, but my interests are more towards psychological horror. Something nostalgic such as ps1, xb1, hell even arcade. I do not have a budget or money in general so I thought about making my own engine, which backfired because nothing I searched for in tutorials was the type of engine I was looking to make. I can easily learn programming languages since I have most of the day as spare time. I'm starting to run out of ideas on if it's possible to create anything with this type of pc. Can someone point me to a direction or idea on what to do, or if there is any engine or softwares that dont require budget or high performance? Thanks. -Zethinum (10th) [Homeschooled] --EDIT-- I'm not even sure if this is the right r./ to ask for this, I just need someone to help. [link] [comments] | ||
Should the main Game class be a singleton? Posted: 20 Feb 2020 09:27 AM PST I am currently trying to build my first game engine in JavaScript with an emphasis on '.io' games. My high-level architecture is pretty much:
My question is regarding the Game class and/or the core systems. Imagine that inside one of your update functions you need access to 'Time.deltaTime' for moving an object. Would you accomplish this by one of the next variants?
Which option do you thing is the best? Are there better options available? I've heard of dependency injection, but I'm not sure if it would help in this case in JavaScript? [link] [comments] | ||
How to make devlogs for a story based game Posted: 20 Feb 2020 01:50 AM PST Hi I want to start developing my game. Obviously I want people to know about it and I think devlogs are the way to go. The problem is that the game I want to make really focuses about the story (btw it will be an open word game) and if I make devlogs about it I would be able to show a little amount of content .So I'm looking for a way to make interesting devlogs without spoiling the story. Any suggestions? Thanks! P.S. I'm making my own game engine so that might help. [link] [comments] | ||
Why You NEED To Be Using Source Control For Unity Posted: 20 Feb 2020 09:14 AM PST
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Open Buildings v Unopen Buildings Posted: 20 Feb 2020 08:42 AM PST Need suggestions and or advice. Let's say you are making an open world game, drawn from a top down perspective, that takes place in a city. Within this city, there are many buildings, but only a few buildings can be entered. How would you convey to the player that a building is enterable without breaking the immersion? Currently, I'm using a big bright red floor mat that looks like crap. Any and all ideas welcome. I'm fresh out. [link] [comments] |
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