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    Monday, March 2, 2020

    How to do boolean operations on meshes for procedural cutting of geometry! (see comments)

    How to do boolean operations on meshes for procedural cutting of geometry! (see comments)


    How to do boolean operations on meshes for procedural cutting of geometry! (see comments)

    Posted: 02 Mar 2020 03:30 AM PST

    The story of how he made animation in Figma and Unity

    Posted: 02 Mar 2020 12:45 AM PST

    Netcode fundamentals for fast-paced Multiplayer Games

    Posted: 01 Mar 2020 02:12 PM PST

    Creation of crate texture for game using quixel mixer. Link in comment

    Posted: 02 Mar 2020 09:43 AM PST

    How To Make A Multiplayer Game In Unity - Ownership & Authority

    Posted: 02 Mar 2020 09:42 AM PST

    toml++: A TOML config file parser and serializer for C++17

    Posted: 02 Mar 2020 06:23 AM PST

    Hello all,

    I've recently been working on toml++, a parsing and serializing library for working with TOML config files in C++17, and I'd like to share it with you.

    Homepage: https://marzer.github.io/tomlplusplus/

    Repository: https://github.com/marzer/tomlplusplus/

    Features:
    * Header-only, with support for split implementation (e.g. for putting it into a static library) * TOML v0.5.0, plus optional support for some unreleased TOML features * C++17 (plus some C++20 features where available, e.g. experimental support for char8_t strings) * Proper UTF-8 handling (incl. BOM) * Works with or without exceptions * Doesn't require RTTI * Supports re-serializing data to JSON * Tested on Clang, GCC and MSVC (VS2019)

    I hope someone finds this useful! The library is very new so I'm still actively working on it; any and all constructive feedback is welcome.

    submitted by /u/marzer8789
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    Looking for industry professionals! What should a proper portfolio contain?

    Posted: 02 Mar 2020 09:54 AM PST

    The reason for Why I am asking this is because after years and years of projects I'm trying to compile a portfolio.

    But I am struck with the question; what are potential employers actually valuing in a portfolio? I don't want to just show off my prettiest work if it doesn't show any of the stuff a potential hirer actually wants to see!

    Thanks for your time! Truly!

    Edit: visual artist 2/3D

    submitted by /u/pyrodoxe
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    Good article on a way to get user feedback and perform some actual user testing online

    Posted: 02 Mar 2020 12:04 PM PST

    Decompressing PNGS: What if first pair of bytes aren't each other's ones complements?

    Posted: 02 Mar 2020 06:32 AM PST

    I'm writing a 2D game engine... Trying to make it as fast and lightweight as possible (there's a trade-off, I know). So I decided to store my PNG images all together in a binary file. In an effort to reduce that file's size, I completely remove all the PNG chunks except for IDAT. (Width, height, color palette, etc. are stored elsewhere in a more compact way than PNG does it.) But I exclude the "IDAT" and length bytes from the original IDAT information. I'm using the pypng library to produce the IDAT data to begin with using the default compression level. To check data integrity, I reconstructed the entire PNG myself and saved it to a *.PNG file. And when I open it up, it looks good! However, my goal is to read the IDAT data straight into my C-based game engine and transform it into an SDL_Surface there without the intermediate step of saving to a file.

    So in the file where all the images' IDATs are, I look up whichever I want using an offset and length. I fseek() [offset] bytes into the file and fread() [length] bytes. I found some C implementations of zlib's inflate algorithm (namely zlib/contrib/puff/puff.c) and call that on the IDAT data I extracted.

    However, something's amiss. After the first byte, puff() reads four more to see if the 1st and 3rd bytes are ones complements of each other; same for the 2nd and 4th. In my case, they're not! So it returns error code -2. I even checked the bytes manually in a hex editor. Does something I'm doing above sound wrong to you? I must be misunderstanding what I have to do to decompress raw IDAT data. Any advice is appreciated. Thank you.

    submitted by /u/bonbonbaron
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    Roguelike 2D RPG: architecture and game design best practices

    Posted: 02 Mar 2020 09:15 AM PST

    Hi. I am creating a 2D RPG and now struggling with architecture so I would appreciate any tips, hints or advice on that. Game key features should include procedural generation, skills and buffs system and different enemies (melee, ranged, aggressive AI, normal AI, etc..). Key questions are:

    1. What are good resources about procedural generation? I've done a quick research and found dozens of different techniques and approaches, which confused me even more. Currently I am using simple algorithm (though not quite stable): start with a point, spawn a room here, choose a random direction (north,west,south or east), create a corridor and move in that direction, continue the process.
    2. Can I stick with OOP approach (Entity base class, Player and Enemy classes derive from it) or it is much better to use Entity-Component-System approach? Currently I've chosen the OOP approach, but I won't create a new class, derived from Enemy for each enemy type. Instead, I wanna stick with data-driven design - my enemy entity will be filled with data from file/database on level generation, and it's behaviour will be determined in runtime. Also tips for pathfinding in rouguelike are welcomed (probably a good old A* would be okay?).
    3. Collisions? With OOP approach, should I place collision checking into each entity class, or make entity return a Collidable struct will all data needed for collision checking or maybe something else?
    4. For buffs and skills I've chosen Lua scripting and I have experience with that, so that's not a big deal.

      Maybe I am quite overthinking about that and I should "just write the code", but I want to make code as much scaleable as possible for future features and improvements.

    Thanks in advance for any help or suggestions.

    P.S. I am using C++ :D

    submitted by /u/MrOnlineCoder
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    Is this a good way to implement a collision system in an Entity Component System?

    Posted: 02 Mar 2020 05:55 AM PST

    I've reached a point in my game where the collision logic is starting to get jumbled, and I want to implement a better collision system. I researched for a bit, but was unsatisfied with any one solution.

    After thinking for a while, I've thought of an idea (based on my research):

    1. Have a collision system, and when 2 objects collide, create a new entity with anCollision Component. (I assume this is how to handle events in ECS)
    2. Then, have a system that iterates through all the collision components, let's call it CollisionResolvingSystem. The system has a Map/Dict which key is a Pair<Aspect, Aspect>, and value is a callback function. (Eg. if the pairs were health and damage, the callback would reduce the health by the damage)
    3. Using the entity ID's from the Collision Component, the system see's if the entities match the aspects, and call the callback function accordingly.

    I'm wondering if this is a good approach, and what improvements can be made. Also, should I use a callback function or should it create another component which has a different system to resolve it?

    submitted by /u/Sarah3128
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    How do elevators work?

    Posted: 02 Mar 2020 10:36 AM PST

    So one trying to understand loading screens, as I'll be using an elevator in my game. I assume the elevator, or at least the part that's loading, isn't actually moving, because everyone's system will determine how long it takes. So how do they work, and seamlessly transfer form the level's working elevators to the loading screen and back?

    submitted by /u/lt_Matthew
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    Which genre(s) of games have a low art asset requirement?

    Posted: 02 Mar 2020 09:48 AM PST

    I don't have a lot of artistic capability. I can create art assets but I'm much slower compared to someone who is skilled in this domain. I am quite flexible when comes to game design and can create new games in most genres, so I am looking for genre(s) that fit my skills. So which genres of games have a low art asset requirements?

    submitted by /u/capriciousoctopus
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    I’m 14 years old, and Game Dev has REALLY interested me...

    Posted: 01 Mar 2020 06:29 PM PST

    Hey game developers, or however you guys and gals call yourselves. So, as you already know, I'm 14 years old and literally in the past 2 days or so I've come across many videos on YouTube and tutorials talking about game development. Previously from finding these sorts of videos and tutorials, I've been trying to find a good configuration for a productive/gaming computer that can fit into my budget. I've finally compiled my PC list, or at least I'm pretty much done with it, and game development has REALLY, and I mean REALLY interested me in the past 2 days or so unlike anything else, like it's all I'm thinking about right now.

    Anyways, regarding game development I do have some questions.

    First right off the bat, what programming language should I learn? I've heard some of the leading languages in the field of game development include JAVA, C++ or C# (sharp) but I am still not sure which one would be the best choice, and would really appreciate any advice on this topic given.

    Secondly, I would like to ask, what kind of computer would you need for game development? I understand I would probably start out small with real simple games to slowly develop my experience and skills over time rather than rushing towards a project bigger than I can chew and burn myself out, but I would like to make sure my computer could handle any future projects that might require higher graphics, shaders, etc. to run. (Right now, my configuration is an r5 3600 CPU, with a RTX 2070.) thank you for any advice regarding this topic.

    Third, how time consuming would it be to become a game developer. Honestly, I probably wouldn't be to worried about since it's something that interests me a lot, but it's still something I would like to keep in my mind so I can actually live my life lol.

    Fourth, how difficult is it to make 3D models for in game, let's say swords and shields? Maybe guns and laser blasters? How difficult can it be to make a 3D character model in let's say blender or Maya. (The whole 3D thing would mainly be for the future after I gain a lot of experience in the field.)

    Fifth, are there any other things I need to take into consideration? PLEASE DONT HESITATE. I need all the info I can get so EVERYTHING helps. GameDev has really interested me, and I would really love to give it a shot.

    Thank you for all the info in advance! (Sorry for such a long post. I usually don't make posts this long but GameDev has really interested me, so apologies for just being a curious person.)

    • Pluto-82
    submitted by /u/Pluto-082
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    Gameplay 2D/3D Framework

    Posted: 02 Mar 2020 12:01 PM PST

    I've stumbled across the GamePlay 2D/3D Framework at www.gameplay3D.io

    Does anyone else have any experience of this framework? Is it any good?

    submitted by /u/biffbaff64
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    How to make a Login System for your Game in Unity

    Posted: 02 Mar 2020 11:57 AM PST

    What are your experiences with publishing on game websites like Itchio, Steam, Gamejolt, ...?

    Posted: 02 Mar 2020 11:52 AM PST

    Hello, maybe you can relate to this: you search for places where to publish your indie game but you can hardly find informations regarding actual experiences of other publishers. People often name Itchio, Gamejolt and Steam but especially for other platforms there is not much information.

    Let´s talk about what we experienced!

    1. Where have you published?
    2. What game have you created? What was the genre, the setting, the gameplay?
    3. Did you market your game and how?
    4. How did views and sales develop?
    submitted by /u/NekrosArts
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    How to shoot like a boss in Unity!

    Posted: 02 Mar 2020 08:05 AM PST

    Procedurally generated tiles?

    Posted: 02 Mar 2020 11:45 AM PST

    So I'm not very good at anything art. I'm trying to learn but it just isn't clicking. I need to make tile sets for my levels in my game. I've tried Spartan and Tilemancer with decent results but I was wondering if there were any better options out there or perhaps some good tutorials. Do you guys have any other suggestions? Thanks!

    submitted by /u/relic1882
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    Creating an interactive coding mobile game

    Posted: 02 Mar 2020 11:44 AM PST

    I have an idea that I don't want to give out all of the details. It's essentially an app where you use code blocks to move user created characters through different levels by using paper. (Working title: Paper Code) I only know Unity and unity specific C# but know a good bit about programming. My question is if there is a relatively simple way to implement OCR (optical character recognition) or scanning QR codes in unity so I can turn the paper the user wants into code the app can use. Would Unity be the best for this or am I better off learning something new. Thanks in advance!

    I know this is vague and may sound not doable but as I said I wanted to stay relatively generic in my description.

    submitted by /u/NickySnipes
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    With just one method you can use HTTP requests. In my games we are using HTTP requests. I am sharing my service script with you.

    Posted: 02 Mar 2020 11:44 AM PST

    Script is just for unity. It includes mobile local notifications and HTTPS requests. For HTTP request just call the method and pass parameters. I hope you use and love it.

    ServiceManagerDemo - Github

    Thanks.

    submitted by /u/ynsmrkrkmz
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    How to deal with bad reviews that contain false accusations?

    Posted: 02 Mar 2020 11:16 AM PST

    My recent release (Dark Hope) Just got hit by a perfectly valid negative review that when read would hardly deter the core audience. However at the end of the review (this is a currator on steam i might add) They commented that my current reviews are all fake and all of them show in my friends list. This is a blatant lie and the only part of the review that I feel will have any negative affect ( I have 4 friends on my list all offline over one year not a single one has even launched my game) .

    I want to reply to this review and validate his criticisms on the graphics and say something along the lines of " Since this is not an RPG or a FPS I can not even get my closest friends to claim the free keys I sent them let alone leave a review!"

    Majority of the reviews on steam came from people who bought the game early on Itch and claimed a steam key later on or were sent review copies a month before launch.

    Should I even touch this review? Should I just ignore it? How would you respond? We or should I say I took pride in having transparency with our players and have a small but daily following in our discord where we talk and allows me to make improvements and have even converted several pirates into paying customers!

    submitted by /u/bakutogames
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    Saints Row 4 - Heat distortion in Unity

    Posted: 02 Mar 2020 06:45 AM PST

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