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    Monday, September 7, 2020

    Wrote a few Discrete Fourier Transform classes and applied them to a 1000-point line renderer in Unity. (info in comments)

    Wrote a few Discrete Fourier Transform classes and applied them to a 1000-point line renderer in Unity. (info in comments)


    Wrote a few Discrete Fourier Transform classes and applied them to a 1000-point line renderer in Unity. (info in comments)

    Posted: 07 Sep 2020 05:13 AM PDT

    Created those Magical Plasma Orbs in Unity engine by combining Shader Graph with Visual Effect Graph, also recorded step by step videos about how i created them, tutorial links in comments.

    Posted: 07 Sep 2020 07:51 AM PDT

    How to spot people trying to teach others when they themselves know very little.

    Posted: 07 Sep 2020 03:11 AM PDT

    Right, I'm getting really fed up with people who make articles and youtube videos teaching others when they themselves know very little.

    I see this a lot in the area where I AM an expert in (programming, 20+ years and counting, everything from server-side to mobile apps and games, have worked as a technical architect, technical analyst, team lead and so on) and these junior types who think they are experts "teach" a lot of people to go down dead-end routes or even spend years doing really bad practices and getting stung by them without understanding what's going on (hello "making all variable names be one letter only to save on typing"!!!).

    Nowadays we all suffer from this whenever we're trying to learn something new and do not know enough yet of that domain of knowledge to spot those with deep knowledge from those with a level of knowledge which is just a bit ahead of our own.

    (The worse thing is that many if not most of these "teachers" do it with the best of intentions and simply don't know enough to know how little they know)

    So I want to see if we can come up with methods that allow even those at the beginner level to detect those "teaching from a position of mostly ignorance", hence said methods must be domain-knowledge agnostic: they should be based on how people in a teaching article/video do things rather specific domain knowledge.

    Here are some suggestions:

    1. Non-experts do not have a exploring/learning process.

    You can see this in teach by example videos - people with little expertise just dive down a route in their work, then it doesn't work, then they go back and redo quite a bit of work, then go another way, whilst experienced people go and check some things, maybe save and try something and if it doesn't work undo or reload and you often hear from them "let's see if we can do it this way" whilst the others often just plow onwards until they hit a wall.

    Beware that these days many videos are prepared and thus everything in them works perfect on the first try (as the person making the video did it all at least once already and is doing it again just for the video), so if it's one of those this doesn't apply either way.

    2) Experts will teach a way to do things with conditionals, non-experts just have a set of recipes that they follow.

    In simple terms, an expert will tell you "you can do X as long as condition-Y", the non-expert just says "do X". Whilst for many things experts will just say "do X" because it's almost always the best way of doing that thing (and if one explains the pros and cons of everything one doesn't get far), videos and articles from experts almost always have parts with explanations about choices that need to be done and things to considered for them, whilst those from non-experts almost never identify the right and wrong situations to do something in a certain way, this because the non-experts themselves just have a mental recipe book with ways of doing things they read/saw from others.

    Please add more suggestions (and punch holes in mine were appropriate). The intention is to come up with ways to save beginners (which includes ourselves whenever we go into areas we do not know yet much about) a lot of frustration or even giving up on something because "it's so hard" when in fact it's just that they were teached all manner of wrong things.

    submitted by /u/Aceticon
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    What are you going through? What motivates you to finish your game?

    Posted: 07 Sep 2020 11:14 AM PDT

    Personally I think of making games as an escape from harsh world. But still sometimes I find myself isolated and it takes me 2-3 days to feel alright. I was thinking if anyone else is out there feels the same while working on their games.

    submitted by /u/roxstar107
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    How to export game footage to MP4 + GIF directly from the game. Hope it helps!

    Posted: 07 Sep 2020 06:19 AM PDT

    I am making gamedev lessons for fun

    Posted: 07 Sep 2020 05:29 AM PDT

    Hey gamedev people (and those of you who want to become one)!

    First thing, I have no idea if this post is violating the rule "No show-off posts", since I am talking about my Youtube channel. If that's the case, I am sorry in advance. Anyway, I thought this info might be useful for some people.

    A few months ago I started a Youtube channel to spread the good word on game development.

    Just so you don't feel like a complete stranger, here's some background info. I have been in the industry for roughly 4 years now, and in the programming business for roughly 9 years. I have worked on many different things so far, from low level software for controlling crystal oscillators in Radio Base Stations to graphics and gamedev in general). My biggest passions are C++, shaders, graphics of any sorts, and teaching!

    So far, I've made a series of ray tracing tutorials and recently I started with "light" videos where I dumb some concepts down so people who want to enter the industry grasp them to some extent. Both of these series will continue, and I am trying to level up my production level with every video I make. My channel is here: Darko's Youtube Channel, so if you are interested, or you know someone who might be, please do join my virtual classroom. Teaching people is what I really enjoy doing. Every new person who joins me on this journey will give me even more motivation to deliver good stuff!

    My latest "light" video covers different approaches to setting up the main game update loop, and you can find it here: What Makes the Games Tick?

    If you like 3D math, I suggest you start with my ray tracing tutorial that has 5 parts so far: Ray Tracing: Part 1

    If you are a cool person (and you probably are :) and just want to hang out, you can find me on twitter as well where I tend to chat about many things, but it's mostly gamedev talk.

    submitted by /u/omegasbk
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    One artist did 22 minutes of CGI for his game - and wow is it amazing and inspiring! AAA quality on a budget!

    Posted: 07 Sep 2020 07:58 AM PDT

    How to Draw 2D Characters for Video Games

    Posted: 07 Sep 2020 05:11 AM PDT

    Today my producer told me: "Sometimes you make something, and it's shit. But shit is fertilizer, so that's okay."

    Posted: 07 Sep 2020 12:37 PM PDT

    While the whole "fail fast, fail often" phrase isn't new, I thought this way of putting it was just so well put. That quote resonated with me so well, and it explained why it's important to fail often and fast. When you have something you can test and play, it's much easier to reason about it, and also discuss with others.

    What do you think? Do you have any other gold nuggets?

    submitted by /u/Bmandk
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    Is it expected that all games support ultra-wide resolutions such as 3840 x 1080?

    Posted: 07 Sep 2020 05:59 AM PDT

    A player is requesting I 'fix the ultra-wide glitch' so they can play as they expect on their 3840 x 1080 display. Is this sort of display compatibility something that all games are expected to have now days? I'm tempted to tell them that ultra-wide displays are simply not supported for the game (currently), but I don't know if their expectations are reasonable.

    Early on players complained about the UI not working correctly on 4k displays, and I modified it to work correctly at that res, since it seems that more and more people play on hi-res monitors. I'm not sure where to draw the line, though, since accommodating different display types takes time and involves buying extra monitors to test hardware configurations. I'm an Indie dev on a meager budget, so this is a bit of a problem.

    submitted by /u/PolychromeMan
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    I can't decide on a name for my game.

    Posted: 07 Sep 2020 10:59 AM PDT

    Heya, so I have an idea for a game thats basically a city builder type game wherein your city worships a god that wants you to do stuff for them each week, e.g. sacrifices, gold, etc. I had two names in mind, which are "Greedy God" and "Demanding Deity" but i dont know which one to pick. Any suggestions would be great.

    submitted by /u/JonasVHS17
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    Found this roadmap for game programming

    Posted: 07 Sep 2020 12:36 PM PDT

    I just found this last night and I didn't seem to find any other posts on this sub sharing this so I thought it might be helpful for others as well:
    https://github.com/utilForever/game-developer-roadmap

    There are roadmaps for client, server & qa. It seems very in-depth and I was planning on using it as a guideline myself. Anyone with more experience have any thoughts on the structure/order?

    submitted by /u/youyu-u
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    My First Game on Steam

    Posted: 07 Sep 2020 10:21 AM PDT

    Hello guys this is the first game that I have ever made I would be so happy to wishlist my game and try it when it will be launched and writing your comments about it so I can get better in the future.

    https://store.steampowered.com/app/1378810/The_Haunted_Dolls/

    Thank you all.

    submitted by /u/ibleStudio
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    Networking / Multiplayer with Unity

    Posted: 07 Sep 2020 08:30 AM PDT

    Hi,

    I want to develop an online game with Unity. In my game I would like to have a lobby where a large amount of players can gather (for starters let's say like 10 people) and then I want to have levels / instances where lets say 4 players can play together the actual game.

    I have already developed a few singleplayer games/prototypes with Unity but I have not really touched networking. Also, from what I have noticed, Unity changes their networking stuff kinda frequent?

    So, are there some good ways to realize online multiplayer with Unity? Can someone maybe link me a few resources, so that I have a starting point?

    Thanks alot!

    submitted by /u/bigabig
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    How to generate indoor furniture arrangement scenario?

    Posted: 07 Sep 2020 09:22 AM PDT

    I am working on a roguelike game, like Terraria and Starbound, but in 3D. and I want to generate indoor scenes automatically. I read some Siggraph paper about automatic furniture arrangement, but the result of my implementation is not as good as the paper claim.

    Does anyone know the algorithm using in today's game for furniture automatic arrangement? Please don't say machine learning. Thanks.

    Any suggestion or keyword is welcome.

    submitted by /u/zhangh245
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    Learning The Basics of Handpainted Textures

    Posted: 07 Sep 2020 05:59 AM PDT

    Surface Details: When to 3D model VS When to texture paint?

    Posted: 07 Sep 2020 10:33 AM PDT

    Hi everybody, I'm quite new to PBR texturing, and I have a question regarding the creation of surface detail on hard-surface objects. How do you guys decide when surface detail should be physically modeled VS texture painted?

    For example, let's say I want to model this folding knife (https://images.squarespace-cdn.com/content/v1/56afd894fd5d086641b425ce/1551036749185-P53O7DR04RI4826V967Q/ke17ZwdGBToddI8pDm48kNvT88LknE-K9M4pGNO0Iqd7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z5QPOohDIaIeljMHgDF5CVlOqpeNLcJ80NK65_fV7S1USOFn4xF8vTWDNAUBm5ducQhX-V3oVjSmr829Rco4W2Uo49ZdOtO_QXox0_W7i2zEA/husky-knife-folded.jpg)

    When it comes to the screws, would you physically model them on the high poly so that the detail is already included in the normal map for the low poly, or would you rather "stamp" the detail onto the low poly model in Substance Painter? (I assume that's how substance painter works?) And do these two methods yield comparable results, if not the same?

    Any advice is greatly appreciated! :)

    submitted by /u/nattylam99
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    A book club for games

    Posted: 07 Sep 2020 03:02 AM PDT

    Hey everyone, a friend of mine recently started a "game club". Effectively, it is a book club for games, where a game is selected for people to play, and then come back and say what they liked and didn't like about it. It is mainly game design focused, however anyone is free to join to discuss art or whatever really. Heres a link for anyone thats interested in joining: https://discord.gg/t6nYjpM

    submitted by /u/wolf12846
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    Just some thoughts

    Posted: 07 Sep 2020 01:25 PM PDT

    I think this game is great! I would like either a bigger map with more players or the gas moves in on us faster, because the round is over when most of the map is still open.

    Just a thought.

    submitted by /u/RepresentativeSong10
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    SFML Game Engine for Android & PC : is::Engine 3.0 available

    Posted: 07 Sep 2020 01:15 PM PDT

    SFML Game Engine for Android & PC : is::Engine 3.0 available

    https://preview.redd.it/bke9xavw5sl51.png?width=850&format=png&auto=webp&s=8b1ab60d12635e2c4985e2df025b233413352e35

    Hi everyone, hope you are doing well!

    is::Engine 3.0 is available and brings huge new features:

    Support for TMXLite and TMXLoader library: which allows you to use the Tiled editor with the engine.

    Official supported version is TMXLite but you can use another engine version with TMXLoader.

    https://preview.redd.it/w3obt7ua6sl51.png?width=1060&format=png&auto=webp&s=f37dbd0858ba62cc7f1d28d0f2066f9f8be5d9f6

    Multiplatform engine: You can now use a single project to develop on Android, Windows and Linux (To compile on different OS, just change the IDE).

    Support of several development tools: You can use Android Studio, CMake, Visual Studio and Code::Blocks with the same project.

    Event system for object: allows to use SFML events in objects (Was used in the TMXLoader example).

    Button System: Allows you to create customizable buttons and use them in your games (Was used in the TMXLoader example).

    Engine optimization: The games are two (2) times faster.

    This time the Engine Demo is about an iconic game that marked a whole generation and which celebrates its 35th anniversary this year: It's Super Mario Bros!

    https://preview.redd.it/xa01uck36sl51.png?width=1060&format=png&auto=webp&s=aa4d791bddd02ec4af3c27fb75e98bc1befa08f5

    As a bonus some small additions have been made to this version to make it even more Fun!

    Happy Birthday Super Mario Bros!

    Here is the video of the demo: Youtube

    submitted by /u/IsDaouda_Games
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    I've just published my first game on itch.io, Tool Assisted, a platformer that you can only TAS!

    Posted: 07 Sep 2020 01:10 PM PDT

    We added some new UI for our two different weapons to be able to tell which one you're currently using. Also took out some screen shake from the other advice people have given. What do you think?

    Posted: 07 Sep 2020 12:45 PM PDT

    Is the gaming industry crunch time getting any better now than it was a few years ago?

    Posted: 07 Sep 2020 12:44 PM PDT

    I'm looking to find a job as a game designer in the gaming industry. I'm curious about the crunch time. It's been a big topic among game devs in the past 10 years. I notice that AAA studios have serious crunch time that is extremely stressful, unhealthy both physically and mentally, and degrading in some way (especially with social media). I understand that being passionate about your job/career/hobbies is one thing but to destroy one game dev dreams or well being is, in my opinion, wrong. This causes not only health problems and relationship problems at home. Famous or well-known game designers have quit like Cliffy B from Epic Games as express his feelings about the crunch time and stress of social media on mental health.

    Has crunch time gotten any better in AAA studios? Is there less? Are there any AAA studio that doesn't allow this? What about indie studios or AA studios? Are there crunch time like AAA studios in indie?

    I would like to hear your input and experience with this. Has this been as horrible as they say for you? Is this a deciding factor for continuing this career or even pursuing indie/solo dev? Has this made you change your career even when you really didn't want to have to?

    submitted by /u/Oblivion2550
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    Any good book suggestions (mainly in programming) for moving out of the beginner bracket?

    Posted: 07 Sep 2020 05:09 AM PDT

    Been programming for 3 years, mainly in Unity, and wanted to know if anyone has any good book suggestions.

    Don't really know where I fit in level of skill, but I can make a whole "game" and just want to advance my skills.

    submitted by /u/Camkyle123
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