Created 3D Stylized Water with Refraction and Foam Shader Graph in Unity engine - Tutorial link in comments |
- Created 3D Stylized Water with Refraction and Foam Shader Graph in Unity engine - Tutorial link in comments
- In an AAA, how much coding actually goes into game development vs. dealing with engines/frameworks?
- Breakdown of an explosion VFX I made in Unity
- ICYMI: We made a new video about real-time fluids, if you are curious check this out! Hope this can be helpful and interesting for you :) Link in comments
- How (not) to make a ragdoll system
- 3 more animation add to my itch asset (Link on comment)
- Improving on Perfection | Bioshock 2
- GUN tutorial with VR expansion plugin UE4 tutorial
- Where can I find images/references of cartoony low poly models like pic related?
- I recently made a video where I talk about shaders and vertex data in OpenGL, what do you think?
- Blender 2.91 New Sculpting Features : Switch Objects
- Tips for optimizing your Environment Art in Unreal Engine 4.
- I developed a free multiplayer online UNO game on my own!
- Inventory System
- Best networking approach for a room based server?
- Create a Sci-fi Environment in 10 Minutes
- I need help from some experienced core game engine users
- Game idea spreadsheet
- Bevy 0.2
- Ex En Masse Entertainment employees discuss TERA writing and how to break into the industry as a writer - ft. Scott James Magner
- I REINVENTED RPG COMBAT - Indie Game Devlog 4
- How Dead Cells' twitch integration allows folks in chat to affect the game for the streamer
- Does qthis book really help with game development?
Posted: 20 Sep 2020 06:09 AM PDT
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In an AAA, how much coding actually goes into game development vs. dealing with engines/frameworks? Posted: 20 Sep 2020 06:13 AM PDT I'm an aspiring software engineer looking forward to a career as full-stack developer, but I've always been a gamer and the more I study software development, the more curious I am about the inner workings of game development. Bear with me if this question doesn't make much sense. For those working with game programming directly, how much of it is actually dedicated to coding (C++, C#, scripting, etc) in a game like The Last of Us or Red Dead Redemption? I understand there is a quite heavy task of dealing with an engine (which is a completely different story), but I don't know what that ratio looks like. [link] [comments] | ||
Breakdown of an explosion VFX I made in Unity Posted: 19 Sep 2020 02:54 PM PDT
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Posted: 20 Sep 2020 08:49 AM PDT
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How (not) to make a ragdoll system Posted: 20 Sep 2020 12:04 PM PDT
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3 more animation add to my itch asset (Link on comment) Posted: 20 Sep 2020 08:02 AM PDT
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Improving on Perfection | Bioshock 2 Posted: 20 Sep 2020 06:40 AM PDT
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GUN tutorial with VR expansion plugin UE4 tutorial Posted: 20 Sep 2020 11:10 AM PDT
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Where can I find images/references of cartoony low poly models like pic related? Posted: 20 Sep 2020 12:01 PM PDT
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I recently made a video where I talk about shaders and vertex data in OpenGL, what do you think? Posted: 20 Sep 2020 05:56 AM PDT
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Blender 2.91 New Sculpting Features : Switch Objects Posted: 20 Sep 2020 09:25 AM PDT
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Tips for optimizing your Environment Art in Unreal Engine 4. Posted: 20 Sep 2020 07:07 AM PDT
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I developed a free multiplayer online UNO game on my own! Posted: 20 Sep 2020 12:37 PM PDT | ||
Posted: 20 Sep 2020 12:34 PM PDT I am creating a 2d Top-Down Minecraft, Stardew Vally RPG, and I need an Inventory system, is there any system I can use? [link] [comments] | ||
Best networking approach for a room based server? Posted: 20 Sep 2020 06:14 AM PDT Hi folks, I'm working on a server that I will use to host my multiplayer game, the idea is that I'd have 4 servers in different regions, those servers will then host player-created rooms in them, where's every room is its own ecosystem, ie; players, will only be able to communicate and interact with players in the same room. My problem is deciding how to implement the networking libraries for the server in the most optimal way. For now, I'm using LiteNetLib for networking, my approach is to start one single listener server per 'region/game server' clients will then connect to that server and send a packet with the id of the room they want to connect to, the listener server will then forward all of that client's events to that specific room. In this example, a room would be just an abstraction build on top of the listener server, so when the room wants to send a message to all clients in it, I would ask the listener server to send a specific message to a specific set of clients, which means I would lose access to some helpful library features, sequencing messages to be specific, this is because each room has to be its own ecosystem. Another approach I thought I could use; is to create a listener server for every room, this way I can truly have each room be it's own ecosystem and still get access to the full feature list of the LiteNetLib library and any future libraries I intend to use. In the previous example, I would have the room's listener server listen on a randomly assigned port, then each client that wants to connect to a room would connect to that port, my concern with this approach is the possibility of port exhaustion - since ports are unsigned 16-bit numbers - I would have a theoretical maximum of fewer than 65,535 rooms I can create, and some other issues might occur. So I'm wondering what would be the standard/best approach for this situation? is opening lots of ports even a good idea? [link] [comments] | ||
Create a Sci-fi Environment in 10 Minutes Posted: 20 Sep 2020 12:47 AM PDT
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I need help from some experienced core game engine users Posted: 20 Sep 2020 11:29 AM PDT
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Posted: 20 Sep 2020 11:01 AM PDT I made spreadsheet for coming up with game ideas. It would be much appreciated if you would add some suggestions to expand this for both me and others to benefit from. Thanks in advance :) [link] [comments] | ||
Posted: 19 Sep 2020 03:22 PM PDT
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Posted: 20 Sep 2020 01:35 AM PDT SingleBear and Scott James Magner discuss writing on TERA at EME I'm a former producer at En Masse Entertainment. I've started making a series of videos with other former EME employees discussing our time at the company and the products we worked on. This is the first interview in the series. Here I talk with writer Scott James Magner about writing on TERA, the localization process, and how to get into the industry as a writer. We are editing an interview with an exEME artist that worked on promotional art and video and will add it to the YouTube library soon. I have a number of other disciplines lined up for interviews including product management and marketing so make sure to subscribe if you feel this interview is informative, I would very much appreciate your feedback on the conversation and format. [link] [comments] | ||
I REINVENTED RPG COMBAT - Indie Game Devlog 4 Posted: 20 Sep 2020 10:11 AM PDT
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How Dead Cells' twitch integration allows folks in chat to affect the game for the streamer Posted: 20 Sep 2020 09:43 AM PDT
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Does qthis book really help with game development? Posted: 20 Sep 2020 09:29 AM PDT |
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