50 Years of Gaming History, by Revenue Stream (1970-2020) |
- 50 Years of Gaming History, by Revenue Stream (1970-2020)
- Voxels + Water in Unreal 4.26
- The Stanley Parable: Ultra Deluxe devs created a "neural network" that generates infinite promotional content
- New Website for Public Domain 3D Models
- How Microsoft Flight Simulator Recreated Our Entire Planet | Noclip Documentary
- Which game genre do you think players are more interested in?
- Genre-Bending: How to stand out from the masses!
- How to make a browser-based online multiplayer game in 48 hours
- Looking to create a GodotEngine game with Steamworks support? Check out the comprehensive and well documented open source free GodotSteam module.
- How are dialogues and scripted cutscenes arranged in memory and on disk?
- Should I bother with x86 installer?
- People seemed to like the last one, so here's a devlog explaining the procedural level generation for my tactics game!
- Is there demand for a GOOD game designed for children 3+?
- Classic Postmortem: The Making Of Myst
- How did Hitman Blood Money simulate an entire crowd in 2006, on PS2/xbox hardware?!
- Indie VR game looking for reviewers, do you guys have any advice/experience to share?
- Advice for Securing Internship
- A Simple 2D Physics System For Platform Games
- Why do the Pokemon games define almost every previous game?
- Problem with semi-transparent rendering and lighting
- What can i do right now to start learning how to design video games?
- Giving away a bunch of development assets in a festive game jam if anyone is looking for a break from their normal project!
- Should I add in sound effects and music to my game or should I make the levels first?
50 Years of Gaming History, by Revenue Stream (1970-2020) Posted: 26 Nov 2020 04:05 AM PST
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Posted: 26 Nov 2020 08:34 AM PST
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Posted: 26 Nov 2020 09:32 AM PST
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New Website for Public Domain 3D Models Posted: 26 Nov 2020 11:02 AM PST I published a website a month ago to share my CC0 3D Models. Now that the collection has grown a bit I thought I'd share it here! Here's the link: https://www.3dmodelscc0.com/ Here's some info about the site: - Completely public domain 3D repository. - Currently, the library consists of 69 (:D) 3D models. - Almost every model is textured with 4K resolution textures. - As an Indie game developer myself, I try to target mostly game developers needs. - All objects are in .obj format. Why tho? I do 3D models as a hobby and I hope to do that for my living someday. So while I practice getting better in modeling and texturing, I'll share my works for others to use. It'll work like a portfolio for the future. I hope you'll find some use for my assets! Oh, and if you have some suggestions on what type of models would be useful feel free to comment and I'll take some notes! :) [link] [comments] | ||
How Microsoft Flight Simulator Recreated Our Entire Planet | Noclip Documentary Posted: 26 Nov 2020 07:42 AM PST
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Which game genre do you think players are more interested in? Posted: 26 Nov 2020 09:42 AM PST I think a lot of genres are over-saturated now, so which genres do you think are a good compromise between not being over-saturated but also being "popular"? I recently started game developing! And when (i hope) i will be able to make good videogames, i have some game ideas that aren't bound to a certain genre, because right now i mainly defined the story and style. So, which game genres do you think can be interesting for a lot of players? (of course this will change by the time i will be able to make good videogames, but i wanted to discuss it anyway) [link] [comments] | ||
Genre-Bending: How to stand out from the masses! Posted: 26 Nov 2020 10:17 AM PST
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How to make a browser-based online multiplayer game in 48 hours Posted: 25 Nov 2020 07:30 PM PST
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Posted: 26 Nov 2020 09:26 AM PST
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How are dialogues and scripted cutscenes arranged in memory and on disk? Posted: 26 Nov 2020 06:31 AM PST A dialogue system is just a state machine which progresses from one state (current dialogue) to the next state (next dialogue) based on some conditions and some user inputs. Same with in-game cutscenes (mostly) because they usually tie in with the dialogue system. I am thinking of VN style dialogues used in RPGs. How is the data for these systems arranged on disk i.e. the database and how is it represented in the memory while the game renders the dialogues/cutscenes?
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Should I bother with x86 installer? Posted: 26 Nov 2020 09:52 AM PST Hi, Its not that big deal to build for x86 as well as x64, but its still one more distribution to take care of, and can confuse users who need to pick the right installer (or bloat the installer if you want to create unified installer that handles both). So I was wondering if at this time and age its even important to include an x86 distribution or if that's just a relic of the past, or alternatively, if maybe I should only distribute x86 instead of x64? Would love to hear your opinions in general on this subject :) Thanks! [link] [comments] | ||
Posted: 25 Nov 2020 09:31 PM PST
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Is there demand for a GOOD game designed for children 3+? Posted: 26 Nov 2020 06:43 AM PST Is there demand for an indie game specifically designed for young children, ages 3+? I'm an aspiring gamedev and for the past year I have watched my 4 (now 5) year old learn how to play video games. From these observations, I've determined that very few games are specifically designed for young children. My hypothesis is that there is a market for a well-designed indie video game for children ages 3+. If I find there is enough demand for such a game, I'm strongly considering creating it! If you are extra busy, just answering the three required questions would be super helpful! If this sort of post isn't allowed, I'm terribly sorry. [link] [comments] | ||
Classic Postmortem: The Making Of Myst Posted: 26 Nov 2020 06:36 AM PST
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How did Hitman Blood Money simulate an entire crowd in 2006, on PS2/xbox hardware?! Posted: 26 Nov 2020 12:18 PM PST This is so impressive, they also respond slightly to the player. https://www.youtube.com/watch?v=iNC2X9r0oGY I couldn't find info anywhere. Does anyone know how this was actually accomplished? [link] [comments] | ||
Indie VR game looking for reviewers, do you guys have any advice/experience to share? Posted: 26 Nov 2020 11:21 AM PST Hey awesome community, we are trying to find reviewers for our upcoming title, a VR Rhythm game to be launched on Oculus Store and Steam. Among all the questions that we have, there are two main ones ATM:
If you could give us any advice or share your experience/contacts - that would be really helpful! [link] [comments] | ||
Advice for Securing Internship Posted: 26 Nov 2020 10:52 AM PST I started game development on the January of this year, and suffice to say I haven't looked back and nor do I intend to. I'm in my second year of my undergraduate program right now, and since tis' the season Activision, Blizzard and other big player's start their internship applications, I was hoping for some advice on the matter. Well one thing I wanted to make clear was that I am not applying this year. What I hope is to apply next year, and hope against hope to get selected. So I wanted to ask all the developer's out there who have some experience with the aforementioned situation. And if you are reading this and you have had the opportunity for such an internship, then please, I beseech you to share your experience in the matter with your junior. Thank you for your time and consideration. TL;DR: Please, if you have any experience and opinions on the issue, I would really appreciate some advice on the steps to securing an internship in a place like Activision, Blizzard, etc. [link] [comments] | ||
A Simple 2D Physics System For Platform Games Posted: 26 Nov 2020 02:33 AM PST
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Why do the Pokemon games define almost every previous game? Posted: 26 Nov 2020 09:51 AM PST So I learned that data miners for Pokemon Ultra Sun and Moon found out that there was going to be sequels to X and Y. The only question I have is why do they have the names of all previous games up to the GBA games defined? To me, it's a waste of space, especially for a game that likely isn't in a playable state. Copying items and Pokemon makes sense, but why the names of games? [link] [comments] | ||
Problem with semi-transparent rendering and lighting Posted: 26 Nov 2020 05:58 AM PST I am writing my own game/engine and I'm facing a problem. I have a lot of semi-transparent things such as the water surface, particles, (stained) glass, etc. They need to be lit like any opaque thing, otherwise you'll have e.g. glass that makes everything behind it brighter when it is lit while the rest is dark. While I know the ambient and diffuse brightness of the scene before rendering it, I do not know whether you are in a dark cave or next to a light source, so just using the sun light for that does not work. So I am pretty sure I need to do the same post processing lighting calculations (sun light, volumetric ambient lighting, etc.) for semi-transparent pixels that I do for opaque pixels. However, when I do this I run into another problem. If there are 2 or more transparent things behind each other, this breaks when they are lit differently, e.g. by shining a flashlight at the rain in front of the water surface in the background. I implemented multiple render passes to solve this, but this still has a limitation (2, 3, or 4 transparent things, based on the settings) and it is pretty slow. I am using order-independent transparency rendering (weighted sum of colors based on depth) because I cannot order everything by distance, especially not the particles. The tutorials I could find are very basic and I don't know what to look for specifically. Can anyone point me in the right direction here? I am basically out of ideas, the only thing I could think of would be rendering the semi-transparent objects grouped by type and do lighting calculations for each group, i.e. water first, then particles, and so on. But I don't know if this would be much faster or look better. [link] [comments] | ||
What can i do right now to start learning how to design video games? Posted: 26 Nov 2020 09:06 AM PST I am willing to work hard and stay consistent to what i want. I have a strong aspiration to create a game and be good with game development. But as of right now i have absolutely no knowledge on what to do. I have a computer but i don't know how to use computers very well. I have over a housand dollars saved up from my part time job. Aside from going to a good school what can i do now to start learning? Should i buy a coding book for beginners? Or get a better computer? Should i just study on my own everyday until i get better? Do i get a game engine right away ? [link] [comments] | ||
Posted: 26 Nov 2020 02:19 AM PST
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Should I add in sound effects and music to my game or should I make the levels first? Posted: 26 Nov 2020 07:58 AM PST So I'm ready to start designing levels in the game I'm making, but I don't know if I should add in my music and sound effects first or wait until I'm done with my levels. Any suggestions? [link] [comments] |
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