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    Thursday, December 3, 2020

    A deep dive into the mechanics that drive the world in Void Arena

    A deep dive into the mechanics that drive the world in Void Arena


    A deep dive into the mechanics that drive the world in Void Arena

    Posted: 03 Dec 2020 09:06 AM PST

    Got this pixelart effect with blender by combining 2 tutorials (links in comments)

    Posted: 02 Dec 2020 04:58 PM PST

    Unreal Engine 4.26 Feature Highlights

    Posted: 03 Dec 2020 07:44 AM PST

    Unreal Engine 4.26 released!

    Posted: 03 Dec 2020 07:47 AM PST

    2D METROIDVANIA Tutorial - Ep 4 - Coins

    Posted: 03 Dec 2020 09:07 AM PST

    Changed my visuals to a more stylized style, still a lot to do, but really happy with it :)

    Posted: 03 Dec 2020 09:37 AM PST

    Running useless code to ensure stable frame rates

    Posted: 03 Dec 2020 08:50 AM PST

    I recently read this archived email from John Carmack about inlined code: http://number-none.com/blow/john_carmack_on_inlined_code.html

    The email itself was interesting and pertains to the idea that it's better to contain all logic within a single subroutine rather than to break it and separate it into multiple child-subroutines, especially when it's only done for the sake of making the code cleaner. This was an email from 2007 so who knows whether he has changed his mind about it, but there was one small side note at the end which stood out to me:

    Enclosing pages of code inside a conditional or loop statement does have readability and awareness drawbacks, so leaving that code in a separate function may still be justified, but in some cases it is still possible to move the code to another place where its execution wouldn't be conditional, or just execute it at all times and inhibit the results in some way with a very small conditional block. An execute-and-inhibit style usually takes more absolute time, but it reduces the variability in frame times, and eliminates a class of bugs.

    As I interpreted it, Carmack is recommending that instead of doing this:

    if (doThing) { // many // lines // of // complex // logic applyChange(); } 

    You should do this:

    // many // lines // of // complex // logic if (doThing) { applyChange(); } 

    His argument is that "it reduces the variability in frame times, and eliminates a class of bugs". Whether some dogmatic approach eliminates bugs is always debatable, but for the sake of this discussion I want to focus on the other supposed advantage: That it's OK to run code whose side effects are discarded as it keeps the frame times stable. It's a wild concept and one I can imagine is only relevant to game development so I was curious as to what you all think.

    submitted by /u/moshpitworkout
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    How to add turn signals with automatic turn off to vehicles in UE4. (link in comments)

    Posted: 03 Dec 2020 08:12 AM PST

    My first video made for learning C# within unity as a non programmer, this first one is just a brief overview of what code is. The series will go over all the fundamentals of C#, and break it down in an easy to understand way for people like me who have never touched code before!

    Posted: 03 Dec 2020 05:52 AM PST

    I need help with this problem :c The other time I closed unity without saving and then when I open my project nothing appears, I do not see the colliders or the camera, how do I solve it.

    Posted: 03 Dec 2020 10:20 AM PST

    How to make Particles and Visual Effects in Godot ( and grab the FREE Textures!)

    Posted: 03 Dec 2020 12:20 AM PST

    I made a new scripting language for game scripting

    Posted: 03 Dec 2020 09:01 AM PST

    Can someone smarter than me attempt to explain this technology?

    Posted: 03 Dec 2020 07:10 AM PST

    This video from Euclideon about "unlimited detail" in real-time looks really promising. It seems to be tackling the modern issues of Voxel-based games without breaking a sweat. The issue is that this was posted about 10 years ago, and I can't seem to find anything about the tech. The company itself seems to have angled towards physical devices and VR-rooms etc, without any trace of this tech for any other uses.

    Some people have claimed it's a "scam", but that would imply actually scamming someone, so I don't understand what this is. They don't sell the tech, and don't explain it. They just say "we have this"?

    If real, I assume this would be impossible to achieve in a mainstream game engine such as Unity or Unreal, and that it requires completely custom engines. Why haven't we seen anything even close to this level of detail the last 10 years since its announcement?

    What is this tech?

    submitted by /u/Stiddit
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    Help with creating a card game in Unity

    Posted: 03 Dec 2020 10:09 AM PST

    I'm pretty new to game developement and currently dabbling a bit in the creation of a card game in the vein of "slay the spire" and similar games.

    But I kind of want a smart structure for it all, since I using google I've heard using a single monobehaviour per card would be quite wasteful. So I've been looking at Scriptable objects instead. My current plan is the following:

    1. Have a scriptable object per card type carrying its data including one or multiple "Effect Tags".
    2. Upon playing the card a central effect manager containing a switch statement compares for the "Effect Tag" and does the actual play effect.
    3. That way new cards would be easy to implement as long as they use existing effects and storing the deck would just need to store a reference scriptable objects and the amount you have keeping it quite small if I understand it correctly. The scriptable object could also be handed to other things like a cardview/library.

    I don't know if this is a smart plan right now, so feedback would be very appreciated. But currently I have a specific problem with this:

    1. What of modifieable/upgradeable cards? Sure in the case of a single upgrade per card you could simply create a different scriptable object instance, but in the case of for example a card that gets stronger each time its used, how would you increment just that card instead of all cards using this scriptable object?
    submitted by /u/Coco_Games
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    How does multiplayer work?

    Posted: 03 Dec 2020 06:16 AM PST

    So I'm planning to make a multiplayer game in Unity. I'm fine with spending money on servers and the like, I just don't know how to even go about this. I'm doing my general rule of having movement in a small room with no props really fun and addicting (not addicting more feeling good enough to spend the whole game using it) by itself, and then I'll move on to the art, the combat and animations, the music, some basic pve combat as well, but how do you even set this up? Should I be trying this at all? What's the estimate per amount of players for price in one match? Any advice is helpful, and if you think a solo-dev working on a multiplayer game is suicidal, I'd love to know.

    submitted by /u/fergussonh
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    Blender 2.9 PBR Texturing Beginner Tutorial

    Posted: 03 Dec 2020 01:33 AM PST

    What's your process for designing environmental puzzles?

    Posted: 03 Dec 2020 09:09 AM PST

    I'm making an FPS and I always get stumped when it comes to making puzzles, like how do people think of these things? What's your secret if you don't mind sharing. Thank you so much.

    submitted by /u/motherhub
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    Some advice to all you people out there trying to join indie projects and spamming developers with cold lead emails and messages.

    Posted: 02 Dec 2020 04:55 PM PST

    Anyone working on a game that has any sort of public presence, is probably constantly spammed by composers, designers, writers, etc. who are looking for work. I've noticed a pattern with the ones that are really annoying, so maybe if you guys lurk this sub, you can take this advice and might receive some more positive outcomes.

    These are the 4 most common flaws I see with these messages:

    1- You clearly have not even done cursory research into my game, the project, or my team.

    I get it, you are going with a shotgun approach because finding work is time consuming. But know that the consideration and time you've put in is painfully obvious, and when you get even the basic ideas of my game wrong, I will of course respond in kind by deleting your email because clearly it's just spam. Let's say you are a music composer, and you see a game that looks nice, and you just go email the dev. Why would you do that without checking out the music? Is that not what you are interested in? I swear a dev could have hired the NY Philharmonic, and you would email them saying "Yo bro, I notice the music in your game sucks, let me help you out!" It just makes you look silly. Take a moment and watch even just the trailer. Is the music slappin'? Then think about if your style fits, and at least start your message with: "Hey, I love the music in your game and it seems like you guys probably don't need help, but in the off chance that you are looking to expand your team..." If there is no music or the music is bad, well then you might have an easier sell!

    2- Ridiculous claims of fame and fortune: "My music has over 100 billion downloads. I am so rich and famous from my music that I burn cash in a steam engine which I use to power my synthesizers." Then why tf are you contacting me, a poor developer with a game that is not even famous? Something does not sound right about your expectations, or why you think we would be a match to work together.

    3- Annoying / Pushy: I politely respond to people that are nice. I won't spend time responding to you if you are rude. And I know it's common advice to like "GET OUT THERE AND GRAB LIFE BY THE BALLS!" Alright, well I'm a human being. I'm not the imaginary entity of life, I'm not some corporate marketing goon that is looking for the next sociopath to sell crude oil to orphans. Your aggressive tone does not make me want to talk to you.

    4- No links to work or portfolio: This should be a no brainer. I'm not going to respond to you asking to see your work. I already have emails from 20 other people who have provided me with links. I will just check theirs out if I'm interested in hiring, thanks.

    submitted by /u/gojirra
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    A* Pathfinding Help for Units Larger Than a Single Tile

    Posted: 03 Dec 2020 04:55 AM PST

    Howdy. I've got A* pathfinding working perfectly for units whose sizes fit within a single tile. However, I also have units larger than a single tile. Eg. a tank occupies four tiles at once.

    How do you update the A* algorithm to handle such cases? I was thinking that maybe it would work if I somehow checked the four adjacent tiles before placing them in the open/closed list. If so, would I add a block of four tiles sequentially, just one of the four depending on direction, or use a new type of Node that automatically contains or represents four tiles?

    Perhaps there are even better, cleaner ways?

    Thanks for you help.

    submitted by /u/thatonedevguyishere
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    Enroll in App Store Small Business Program by Dec 18

    Posted: 03 Dec 2020 12:25 PM PST

    How did you choose the tools you use?

    Posted: 03 Dec 2020 12:15 PM PST

    I've been always haunted by decision paralysis on selecting a game engine, framework, language, platform etc. This time I'm not asking what I should start using, but instead:

    How did you choose the tools you are using? Do you regret anything? What would you change if you could?

    submitted by /u/phantom-ref
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    So, I wanna make a video game, I've made them before, but my story telling is kinda trash. Advice on worldbuilding/making a story?

    Posted: 03 Dec 2020 06:11 AM PST

    I'm really talking in general, but I was thinking a top down medieval-renaissance fantasy like Zelda or Ys, but maybe with more dialogue and choices, sorta similar to Undertale.

    submitted by /u/Swings_Subliminals
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    {Unreal Engine 4.25} Collaborate with a remote team

    Posted: 03 Dec 2020 12:00 PM PST

    Hey everybody.

    I am developing my own game project on UE4. I almost have a team for development and we want to start, but we ran into one obstacle. I hope that those who have encountered this will be able to suggest the optimal solution.

    We need to organize joint work with the project remotely. Like in the UE Multi-user editor. https://www.youtube.com/watch?v=MPIpOdNmNGE&t=543s To do this, we tried to set up a multi-user editor, but we did not succeed. Perhaps due to the fact that we are in different countries, perhaps due to the fact that we do not have a VPN.

    II also need to concentrate a whole game on my computer or cloud space / server so that I have administration and project access rights.

    Actually, the question is, do you know any systems that can be used to organize remote collaboration on one project, so that, as a multi-user editor, each developer, on his part, can make changes to the project?

    Are there any systems with which I can concentrate the game under my control in order to avoid unpleasant situations, such as the departure of one of the team members along with the whole level of the game or the constructed location, if everyone will autonomously do something for the game on their PC?

    submitted by /u/_kelleborn
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    How (Doom-style) 3D projection works in 2 and a half minutes

    Posted: 03 Dec 2020 11:54 AM PST

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