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    Screenshot Saturday #519 - Nice Angles

    Screenshot Saturday #519 - Nice Angles


    Screenshot Saturday #519 - Nice Angles

    Posted: 08 Jan 2021 08:40 PM PST

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    Previous Screenshot Saturdays


    Bonus question: What is one game you played recently that you would recommend?

    submitted by /u/Sexual_Lettuce
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    EnTT v3.6.0 is out: Gaming meets Modern C++

    Posted: 09 Jan 2021 08:18 AM PST

    What's EnTT

    EnTT is a header-only library written in modern C++.

    It's mainly known for its entity-component-system (ECS) model. However, it offers also many other things useful during development, from flexible tools for managing signals to an integrated reflection system and so on.

    EnTT is also a production-ready, fully documented and battle-tested library with a 100% coverage. Among others, It's currently used in Minecraft by Mojang and the ArcGIS Runtime SDK by Esri.

    What's new in v3.6

    Actually, a lot of things. :)
    Check out the changelog for all the details.

    This is the first version I've released since I started collaborating with Microsoft Mojang Studios and I must admit that many of the new features are and will be dictated by job needs.
    So, the plans have changed a little from the last update but definitely not for the worse!

    Below is a short but incomplete list of what (I think) are the most important news:

    • Stamp is back. 😄
      Although small, this thing has entered by right among the most desired features and is therefore back among us.
    • Truly const and therefore const thread safe registry.
      A guarantee also given by the standard library containers, so somewhat expected by all users.
    • Const reference support for the runtime reflection system.
      So far, only non-const references were supported when constructing aliases. Finally, non-const references are accepted as well.
    • The organizer class.
      A minimal, yet useful dependency graph builder for your systems.
    • Fully reviewed built-in RTTI system.
      Type-less type info objects, entt::type_id and so on...
    • Static polymorphism made easy.
      I've added a new module to the library called poly. It's the same used to create the poly storage and reintroduce the stamp functionality. Though, it's not limited to the registry and instead I made it a first citizen of the library, for all uses.
    • Full support for custom pools is finally a (very important) thing.
      The most wanted feature (at least by me) is finally there. Not much (at all?) documented yet, but 100% usable. Expect a lot of news on this front, because I'll be making extensive use of it personally in the immediate future.

    I won't go into the details of all other additions. Please, refer to the changelog for further details.

    What's next?

    More on meta, more on poly and the poly storage, more on custom pools and most likely a lot of examples so as to offer pre-cooked pools for everyday uses. There is also a lot of attention on the multi-threading topic, so expect news in this regard.

    Furthermore, the group class will disappear and even the groups will become customized pools, expanding the offer as already announced and allowing them to be used also in combination with views, to take advantage of them where today it's not done.

    It's hard to say exactly what I'm going to work on next, because my job will drive many of the new features probably.
    Also, join the community if you have ideas to propose! :)

    In the meantime, enjoy this new version!

    What else

    If you are using EnTT and want to tell me hello or which of your products relies on it, do not hesitate to contact me!
    For everyone else interested in the library, the wiki contains more than what I've said here and the gitter and Discord channels are a great place to come and ask your first question!

    I'm looking forward to hearing from you. :)

    submitted by /u/skypjack
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    Destructible Objects In Unity 3D

    Posted: 08 Jan 2021 09:02 PM PST

    Godot Tutorial: procedurally generating caves in less than 6 minutes!

    Posted: 09 Jan 2021 07:08 AM PST

    Is renting an Amazon gamelift server a good idea?

    Posted: 09 Jan 2021 07:19 AM PST

    I've made a multiplayer game server using Game Maker 2 and GML. I'm at a point now where the game is ready for the general audience, so I started looking into how to rent a server. The most simple/best solution I found is Amazon gamelift. This is basically Amazons service for running game servers. I read their FAQ and by the looks of it, I should be able to use if for server created in GM2. The service permits custom .exes that are created using engine written in c++ or c# (GM2 is in c++). On the contrary, I've also read on a thread that GM .exe files cannot be run in a headless environment (hardware without graphics as I understand). Would I be able to work around this using remote desktop (RDP)? Does anyone have any experience with gamelift or can recommend some other server service that would work?

    submitted by /u/isayeet
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    Stylised Bush PBR Game-ready 3d Model in Blender 2.90 & Substance Designer

    Posted: 09 Jan 2021 10:13 AM PST

    AI model for NPC personality

    Posted: 09 Jan 2021 08:37 AM PST

    So I am thinking of developing an artificial intelligence system in which each NPC has its own personality, desires, views on the situation and would react according to their personality. Something like a decision "network", with values ​​that would represent your personality traits when defining which side of the tree to go to. Something similar to a neural network, but without the learning part and with better defined values. My only problem now is: I'm having trouble defining what those personality traits would be, I wanted to make each NPC unique, with a routine and so on. It would be a sandbox game with a well-defined scenario, so I could measure the limit of these "brains" that I could run at the same time on the scenario.

    Anyway, I need help with this question, which are the traits that you think would be ideal to define someone's personality?

    I was thinking of putting it in a dual way, for example: "Such an NPC is extroverted, so there could be no introversion in his features". But I don't know, I'm open to suggestions.

    To better clarify what I am doing, in fact it is a network composed of subnets, personality is just one of them to decide the momentary actions, among others there will be the natural instinct network, where what will weigh are the feelings of hunger, thirst , fatigue, life threatening and etc, another network which will be influenced by that of personality, will define the political spectrum of the NPC, where the entry of that network would be what the governing NPCs are doing, how influenceable they are, if they are willing to take atitutes and etc. This network will largely define how much the lower classes will rise to take action against their leaders and obviously weighing in on the input data of the government decision network

    Edit: I used the word tree in a moment to define this brain, but it would not be like a standard decision tree, each decision cell will calculate a non-binary value that will often fall in intermediate outputs, beyond extremes. Each will have several daughter cells to cover these values.

    submitted by /u/reb00t-one
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    Best resource for learning C++ to get in the industry if I'm a developer who knows C#

    Posted: 09 Jan 2021 07:45 AM PST

    Hey all,

    I've been a professional software developer for a number of years (~3) , mostly doing full stack work utilizing C#, SQL, HTML, etc. I like my work quite a bit, but it's always been a passion of mine to attempt to get into game development (and I am well aware of the drawbacks here, lol) as a programmer/game developer. I've spent the last year or so getting into Unity development in my spare time, but I have become increasingly aware of the large amount of jobs in the industry (specifically at larger companies) that require some experience with C++. I have several years of professional software development experience, so I think if I can get C++ on my resume/portfolio in some capacity this might help me out quite a bit.

    I'm wondering if there's a certain resource (book, online course, etc.) that's specifically tailored for someone who knows C# to learn C++? It doesn't have to be game dev specific, but if it is then even better. If not, I'm wondering what general advice there might be for someone in my situation.

    Thanks!

    submitted by /u/arthurormsby
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    Any recommendations for 2D retro (could be pixelated) city building prototyping?

    Posted: 09 Jan 2021 08:44 AM PST

    I have a concept idea on top down / isometric city building. I would like to start prototyping and I was wondering what would be a the best tool to prototype this idea? Also any related asset recommendations would be appreciated too.

    submitted by /u/srkli
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    Ripping Game Artwork?

    Posted: 09 Jan 2021 11:31 AM PST

    So I want to get the artwork straight from the game, for a Wikipedia. Specifically, Where the Water Tastes like Wine. Unfortunately I have no idea how to do so, this seemed like the first place to start asking.
    Any advice on how to get the artwork, or where to ask is appreciated!

    submitted by /u/Forstaag
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    Who are the best people to follow to learn 2D game art?

    Posted: 09 Jan 2021 10:58 AM PST

    I've been tinkering with making games on and off for just over a year now, the thing that makes me kind of shy away is using others assets in my games - I'd rather make my own stuff.

    I've followed a few pixel art tutorials on YouTube but need more of a start to finish kind of tutorial/person to follow that deals with everything from say a tree to creating/animating a player character.

    submitted by /u/Clearhead09
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    VR & AR - Redefining The Dawn of The New World

    Posted: 09 Jan 2021 10:22 AM PST

    Something I'm curious about with game developers and emergent gameplay

    Posted: 09 Jan 2021 03:27 AM PST

    When you or your playtesters find a bug that's actually kind of cool and you want to implement into the game as emergent gameplay, do you fix the bug and implement it in a more comprehensive way and then build it into the game's mechanics, or do you keep the bug there so your code is simpler (assuming this is just an error in the engine, language, physics, etc that you just have to account for and not a genuine error in your code) and then build the mechanic into the game that way?

    As a side question, which is the actual best way and best practice to go about this? Make less/simpler code or more comprehensive code?

    Looking forward to seeing your answers as this has been bugging me for a while.

    submitted by /u/FingerGunsPewPewPew
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    Looking for ideas how to improve top-down RPG combat

    Posted: 09 Jan 2021 08:38 AM PST

    Here is the screenshot of the game I am working on currently.

    I am not happy with the combat system and I am looking for ideas how to improve it.

    Currently it is like in DOTA or LOL, you click on enemy and it attacks based on attack speed. Problem is that in my world magic is not common thing and in my game is not heavy on spells and combat where you just AA enemy becomes bland quickly.

    I was experimenting with standard combat per click, like in Skyrim or Witcher, but it is hard to control it properly from top down perspective in 3D world and realistic terrain with hills and everything.

    Another idea I experimented with was turn based combat like the one we have in Divinity Original sin, but it is not feeling right when you are controlling just one character plus whole pause thing does not go well with my world.

    I am looking for other ideas, do you have example of a single player top-down RPG where you enjoyed combat?

    submitted by /u/lynxbird
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    Hannah will be released on 29 January!

    Posted: 09 Jan 2021 11:28 AM PST

    Hannah will be released on 29 January!

    Remember, this January 29th will be the release date of the Demo of Hannah on Steam, completely free. The adventure is about to begin! If you are interested in participating as QA Tester please join the mail list on the website. Go to www.hannahthegame.com, sign up, and receive more info.

    submitted by /u/Hannah_the_Game
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    Grab and Carry Interactable Objects. Affect Water and may have Unique Logic inside. Tutorial for UE4.

    Posted: 08 Jan 2021 07:31 PM PST

    What is the career that I should pursue?

    Posted: 09 Jan 2021 06:44 AM PST

    When I think about what I wish to do in the game industry when I grow up is drawing the characters and the environment and breathing life into them. What role in a game development team would fall into this description. I'm torn between becoming either an animator or make games, but I don't think of programming and stuff like that when I think of making a game (don't get me wrong I actually like programming), but I wanna be the artistic role in a team or even make an indie game. so the question is if I wanna do that stuff, is computer animation a good field of study to pursue to get into that career or should I study something completely different? And what role would the criteria I described fit into?

    submitted by /u/bodahamlinkon
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    I've been working on my own game engine for a couple years and have made great strides. However I'm hitting a wall and would love to find a community for more advanced engine development topics. Can anyone help?

    Posted: 08 Jan 2021 04:05 PM PST

    Pretty much title. I've been working on a game engine in my spare time, mainly for fun as I don't ever see it being used in a production level game (although who knows).

    I've implemented many systems but as I venture on to more advanced things (e.g multi-threading CORRECTLY, serialization/compression, networking, data streaming, just to name a few). I find myself spending hours just trying to find decent resources. Would love to find a community or site that I can engage with to learn more advanced topics.

    Thanks in advance! :D

    submitted by /u/nullable_ninja
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    What are good resources to learn how to make a ost for a game?

    Posted: 09 Jan 2021 06:02 AM PST

    Hello, I'm someone who has been interested in gamedev recently. I want to be involve in the music aspect side. I actually already have some experiance on composing and music production however all of them were EDM stuff. I'm looking for resources specifically on making an ost for a game. Can anyone recomend any resources.

    submitted by /u/TheJuan0
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    I'm Afraid to get sued if I will release a game

    Posted: 09 Jan 2021 05:49 AM PST

    Hello, I know C#, unity, blender and more and I want one day to open my own game dev studio and I am looking for advice.

    I want to start soon to develop my own games and release them(some I am going to sell and some for free) I am going to build for Mostly PC and VR.

    I am 19y old and I don't really have any assets or a lot of money to pay for a lawyer and I am going to be really careful from copyrighting and stuff like that, I will buy models and sounds from unity assets store and the rest I will do.

    I am not going to copy from other games or stuff like that and I am going to open a business (not LLC) in order to pay tax and every thing in my country LLC cost a lot.

    but For some reason I get Stressed when I think that someone will sue me :/

    what should I do ? is there anything that I need to beware before I release the game ? Is there high chance for someone to sue me ?

    Thanks.

    submitted by /u/SilverAd296
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    ADMOB VS UNITY ADS

    Posted: 09 Jan 2021 09:35 AM PST

    Hey guyz i just wanted to ask which type of monitization for my mobile game will be good. Because unity ads seem to pay like 0.2 ecpm i was wondering if admob is better than unity. So my question is which do i go for. Thanks

    submitted by /u/StayLowStayFrsty
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    The complete NISHITA SKY TEXTURE guide | Blender 3d

    Posted: 08 Jan 2021 10:03 PM PST

    Do jou think its a good gameplay design to do what some games do and give jou a endgame character to do the toutorial and then trough some event turn that character into a bad character that jou would usally start out with

    Posted: 09 Jan 2021 05:09 AM PST

    Btw im talking in the sense of actually good pc games not mobile pay to win games (sorry if this is posted in the wrong subreddit)

    submitted by /u/Jack_Prower_
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    Here is my first video and devlog go check it out

    Posted: 09 Jan 2021 04:55 AM PST

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