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)
- The story of how he made animation in Figma and Unity
- Netcode fundamentals for fast-paced Multiplayer Games
- Creation of crate texture for game using quixel mixer. Link in comment
- How To Make A Multiplayer Game In Unity - Ownership & Authority
- toml++: A TOML config file parser and serializer for C++17
- Looking for industry professionals! What should a proper portfolio contain?
- Good article on a way to get user feedback and perform some actual user testing online
- Decompressing PNGS: What if first pair of bytes aren't each other's ones complements?
- Roguelike 2D RPG: architecture and game design best practices
- Is this a good way to implement a collision system in an Entity Component System?
- How do elevators work?
- Which genre(s) of games have a low art asset requirement?
- I’m 14 years old, and Game Dev has REALLY interested me...
- Gameplay 2D/3D Framework
- How to make a Login System for your Game in Unity
- What are your experiences with publishing on game websites like Itchio, Steam, Gamejolt, ...?
- How to shoot like a boss in Unity!
- Procedurally generated tiles?
- Creating an interactive coding mobile game
- 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.
- How to deal with bad reviews that contain false accusations?
- Saints Row 4 - Heat distortion in Unity
How to do boolean operations on meshes for procedural cutting of geometry! (see comments) Posted: 02 Mar 2020 03:30 AM PST
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The story of how he made animation in Figma and Unity Posted: 02 Mar 2020 12:45 AM PST
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Netcode fundamentals for fast-paced Multiplayer Games Posted: 01 Mar 2020 02:12 PM PST
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Creation of crate texture for game using quixel mixer. Link in comment Posted: 02 Mar 2020 09:43 AM PST
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How To Make A Multiplayer Game In Unity - Ownership & Authority Posted: 02 Mar 2020 09:42 AM PST
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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: 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. [link] [comments] | ||
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 [link] [comments] | ||
Good article on a way to get user feedback and perform some actual user testing online Posted: 02 Mar 2020 12:04 PM PST
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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. [link] [comments] | ||
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:
Thanks in advance for any help or suggestions. P.S. I am using C++ :D [link] [comments] | ||
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):
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? [link] [comments] | ||
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? [link] [comments] | ||
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? [link] [comments] | ||
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.)
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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? [link] [comments] | ||
How to make a Login System for your Game in Unity Posted: 02 Mar 2020 11:57 AM PST
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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!
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How to shoot like a boss in Unity! Posted: 02 Mar 2020 08:05 AM PST
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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! [link] [comments] | ||
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. [link] [comments] | ||
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. Thanks. [link] [comments] | ||
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! [link] [comments] | ||
Saints Row 4 - Heat distortion in Unity Posted: 02 Mar 2020 06:45 AM PST
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