Computer Graphics from Scratch: now as a real book! |
- Computer Graphics from Scratch: now as a real book!
- These outlines are optimized for lightweight platforms. They only read from one data texture and don't require post processing. Tutorial in the comments!
- Using Electron
- Looking for references / tutorials for 2d art style that is not "pixel art"
- Free!(CC0) Stylised 3D Character asset + animations, also compatible with all my other KayKit character assets (free too!)
- Do you think its worth it to learn LumberYard? I don't necessarily want to make a game with it but I do see that Amazon has a lot of game dev jobs. I'm currently a web dev and I want to change careers.
- WIP Wednesday #146 - Share your progress!
- Fake Volumetrics to save render time... and your life probably
- I am looking to find a good free course for learning C# in unity for 2D game development (dungeon crawlers and platformers)
- The most important features for 1 day retention in casual mobile games?
- 2D Platformer Help
- How does splitting revenues works?
- Does anyone need some music? I will produce you electronic for free!
- Why isn't risk more valuable than consistency in games?
- At what point am I breaking copyright?
- Ursina python isometric game ?
- Playground Games and Turn 10 Studios See 18.2X and 4.95X Link Time Improvements Respectively on Visual Studio 2019 | C++ Team Blog
- UE4 Tutorial: Witcher Combat - Understanding rotations & auto-switch target (premiere)
- Compare Unity-Bolt and Buildbox - Game Development with NO CODE
- I'm stuck building my terrain build because I don't know how to build caves.
- This is how much an average indie game will sell. Taking a look at Steam revenue data.
Computer Graphics from Scratch: now as a real book! Posted: 03 Feb 2021 04:17 AM PST About three years ago I shared with you a Computer Graphics book I wrote. Due to a series of improbable events, the book is now about to become a real book, with pages and all! The folks at No Starch Press graciously agreed to let me publish the updated contents, the product of almost two years of hard editing and proofreading work, for free on my website. But if you'd like to preorder the printed or ebook version, you can use the coupon code MAKE3DMAGIC to get a 35% discount at https://nostarch.com/computer-graphics-scratch. If you're into this kind of tech writing, I've also written about multiplayer game architecture (especially the client-side prediction aspects) and about pathfinding algorithms. Have fun! --Gabriel Obligatory edit: Thanks for the gold, kind stranger! [link] [comments] | ||
Posted: 03 Feb 2021 10:46 AM PST
| ||
Posted: 03 Feb 2021 09:39 AM PST Hey, I'm new here. I've been working with Electron for gamedev for about a year now. Does anyone else use it? It's been a bit of a crazy learning experience. The advantage of Electron is that you can use web tech but in a native app, so you can put it on Steam and other platforms. But then, of course, integrating with Steam is a whole kettle of fish in it's own right. So many gotchas along the way, but I'd be happy to share some experiences if people are interested? The game's close to release, so I've muddled through somehow. And then there's the whole aspect of using web tech to build games in the first place... mine's a text-based thing (illustrated), so it works fine, but I'm not sure if I'd have wanted to tackle something more elaborate with it. [link] [comments] | ||
Looking for references / tutorials for 2d art style that is not "pixel art" Posted: 03 Feb 2021 03:55 AM PST So I am trying to prototype a 2d top downish rpg / adventure game (like older zelda / pokemon perspective). I have mostly been playing with pixel art style graphics up until now however one thing I don't like about them is how time consuming the process is, mainly with animation, especially for someone who is not an artist. I want to give a none pixel art 2d style a try (not sure of a better way to term it) where I would be able to do animations with tools like Spine or Unity's built-in 2d animation. I also like the none pixel art style personally and feel it is not used as much at least with top downish 2d games. The best example of what I mean by none pixel art 2d style would be The Sword of Ditto: https://www.godisageek.com/wp-content/uploads/the-swords-of-ditto-4.jpg Now a lot of top downish games that I find are generally pixel art and a lot of tutorials around 2d game is also pixel art so outside of The Sword of Ditto, can anyone recommend any other top downish 2d game with this general kind of art style? Also, could anyone recommend any tutorial or resource for learning about making this style of 2d game art? [link] [comments] | ||
Posted: 03 Feb 2021 11:46 AM PST
| ||
Posted: 03 Feb 2021 10:11 AM PST FYI: I have no game dev experience but I am currently learning unreal engine and I want to make a game by the end of the year or at least a fully functional demo. I'm also planning on starting a masters degree program in digital media design. I think I'd love to work for Amazon but no other company is asking for LumberYard experience. [link] [comments] | ||
WIP Wednesday #146 - Share your progress! Posted: 03 Feb 2021 06:23 AM PST What is WIP Wednesday? Share your work-in-progress (WIP) prototype, feature, art, model or work-in-progress game here and get early feedback from, and give early feedback to, other game developers. RULES
Remember to use #WIPWednesday on social media for additional feedback and exposure! Note: Using URL shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] | ||
Fake Volumetrics to save render time... and your life probably Posted: 03 Feb 2021 07:55 AM PST
| ||
Posted: 03 Feb 2021 12:11 PM PST Hello! I am a 14 year old student in 9th grade of elementary. I am looking for a good free course (or paid but pirated) to use to learn C# in unity to learn 2D game development. I really hope someone here can help me with this Thanks in advance! [link] [comments] | ||
The most important features for 1 day retention in casual mobile games? Posted: 03 Feb 2021 08:06 AM PST I think about such features:
That other features may improve 1 day retention in casual mobile games? [link] [comments] | ||
Posted: 03 Feb 2021 11:46 AM PST I'm working on a 2D platformer in Godot right now and am a bit unsure as to how I should handle the various game states I plan to have. For reference, I am relatively new to making games, and this is my first serious fully fledged game attempt. I'm pretty set on the features I want, and would really love help with how to implement them. The game has the normal walk, climb, jump, dash, wall jump moves that are native to most platformers. The "twist" of the game is that you have a buddy that keeps up with you and can go placed you can't, that if you land on will "catch" you, and then it can either throw you, or do what I have uncreatively dubbed a "tornado" where you both fly off the ground, and then you have the buddy in your arms. You can then throw the buddy which leads to kind of a "juggling" effect between the two characters. You only have control of the buddy immediately after it catches you, i.e. you get caught, you either tornado or get thrown, and then you're back to controlling the main character. I'm having trouble figuring out how many states I need, and which states should go to which other states. I'll try to write a few specific questions to make things easier: If you are grounded but are up against a wall, which state should you be in? Would it be idle, wall-slide, or a special case state like "cornered"? Because if you're up against a wall but on the ground, visually it makes sense to go from idle to climbing, but from a programming standpoint it makes more sense to only be able to get to the climbing state if you're currently wall-sliding. Given that after a tornado, you are effectively carrying the buddy, would I need separate game states for carrying vs. not carrying? For example would I need carrying walking, carrying wall-slide, carrying jump, etc. as well as walking, wall-slide, jump, etc.? Why would I not have one universal gamestate for being ungrounded as opposed to having multiple like jump, thrown, falling, etc.? What do I gain from having a specific gamestate for something like jumping, as opposed to having jumping be the transition between "walking" and "ungrounded"? Any help/guidance is much appreciated, no need to answer all three questions if you don't want to:) [link] [comments] | ||
How does splitting revenues works? Posted: 03 Feb 2021 11:43 AM PST Let's say i start working on a project with a bunch of other people, revshare 33% each. The app/game makes a discrete success, maybe even blows up.. What now? Who receives the money? Who splits the amount every month? [link] [comments] | ||
Does anyone need some music? I will produce you electronic for free! Posted: 03 Feb 2021 11:30 AM PST | ||
Why isn't risk more valuable than consistency in games? Posted: 02 Feb 2021 05:19 PM PST One thing I've noticed as a trend in almost all games I've played is that the risky option is almost never worth it. It seems to hold true in MOBAs, Battle Royals, Fighting Games, card games, board games, etc. For instance, using Military cards in 7 Wonders is risky, since your opponents can directly interact with it (compared to the other resources in the game), and it has virtually no payout for pursuing that goal efficiently. Which...doesn't make much sense to me. Consistency rewards those that have foresight regarding the game's mechanics, but I think the same could be said about taking risks. To me, consistency is the same as rewarding being boring, and that seems very counterintuitive for a game. Gambling weakens expectation and strategy, but that feels like it's more deserving of reward instead of less. And it's more than just an accident. Lots of successful games follow this trend, of rewarding the obvious solutions while punishing anything that comes with risk. So is it easier to produce games that don't reward risk, or are games that do generally end up being less fun? What am I missing? [link] [comments] | ||
At what point am I breaking copyright? Posted: 03 Feb 2021 11:10 AM PST I'm working on a dnd like character builder dungeon crawler and when I'm not sure what to do with a game mechanic I just copy dnd and I'll make changes as I play test other mechanics and I just want is how different I have to make the attributes I end up keeping? [link] [comments] | ||
Ursina python isometric game ? Posted: 03 Feb 2021 09:40 AM PST Hey, Is it possible to make an isometric game in the new python 3d game engine ursina ? [link] [comments] | ||
Posted: 03 Feb 2021 09:26 AM PST
| ||
UE4 Tutorial: Witcher Combat - Understanding rotations & auto-switch target (premiere) Posted: 03 Feb 2021 09:07 AM PST
| ||
Compare Unity-Bolt and Buildbox - Game Development with NO CODE Posted: 03 Feb 2021 08:40 AM PST
| ||
I'm stuck building my terrain build because I don't know how to build caves. Posted: 03 Feb 2021 07:56 AM PST Just like the title says ... I have made progress on the terrain build of my video game in Unity, however I reached a point where the main character enters a cave. The game that I am developing is 2.5D, if any of you could share tutorials or give me tips, I would greatly appreciate it. [link] [comments] | ||
This is how much an average indie game will sell. Taking a look at Steam revenue data. Posted: 03 Feb 2021 07:52 AM PST
|
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment