• Breaking News

    Monday, March 29, 2021

    SMELT: An Online Tool for Learning Graphics Through Shaders

    SMELT: An Online Tool for Learning Graphics Through Shaders


    SMELT: An Online Tool for Learning Graphics Through Shaders

    Posted: 29 Mar 2021 10:11 AM PDT

    I created an online tool called SMELT designed to introduce graphics programming and GLSL shaders as part of my degree.

    Shaders are small programs that run on the GPU which define how to render graphics. GLSL is one language for writing shaders used in many applications, including OpenGL and Unity. Specifically, the tool teaches GLSL ES 1.0, so there will be some minor differences between the GLSL taught and the latest version used in recent software.

    The tool consists of three lessons and a project. Each lesson guides you through tasks with template code already written, providing answers at the end. You can use the interface to edit both vertex and fragment shaders, and edits are immediately reflected in the output, which you can compare to the expected answer. Support is given for fragment shader debugging which outputs the value of a variable when you hover over it.

    I'd really appreciate anyone who tries it out and helps me evaluate it at the form here https://forms.gle/fTxHHRs3XpPDWJBNA. You will need basic programming skills to make best use of the tool.

    The link to the tool is on the second page of the survey.

    submitted by /u/Black-Photon
    [link] [comments]

    A quick and dirty large scale city production workflow

    Posted: 29 Mar 2021 03:11 AM PDT

    Disclaimer

    I've only started making games since May 2020, so my knowledge on actual game development is pretty shallow (I've only learnt how UV actually works last week, yikes!). But hopefully this mean the workflow I'm going to describe is perfectly usable by anyone.

    Introduction

    Open world games always fascinates me. But actually making one is pretty intimidating as a solo dev, while a procedural toolset might work, making a robust one might be tedious and thereby time consuming. After being burnt out from an older project, I decided to take a break and have some fun. So I decided to test how fast can I hack an open world with the least tools and costs.

    The final result here is shown using Unity, but I believe the tools prior and general workflow is perfectly doable in any engine.

    The Goal

    The goal is to hack an open world with the least tools and costs. So let's make it clear what it means:

    • Almost zero barrier to replicate the attempt for anyone
    • Making a large scale city is the actual attempt, it can serve as actual level but most probably usable as a background

    Also I will be focusing on the workflow rather than the actual steps above, but all tools used here has a lot of YouTube tutorials out there, I'm just trying to hack them together.

    The Workflow

    Open Street Map is a community contributed map data, and this workflow relies heavily on it. OSM surprisingly has a lot of 3D building markers in it, so we can retrieve both the buildings and road information out of it.

    Buildings

    With Blender plugin Blender-GIS[1], one can retrieve models such like this: https://imgur.com/qAebT6J. They are mostly blocks extruded from outlines, but pretty serviceable for cities.

    But with some other plugin like Blender-OSM[2], you can actually generate different kinds of roof: https://imgur.com/f6dt7az. If you further purchase the premium version of Blender-OSM[3], textures will be included: https://imgur.com/sKHFBvn.

    I on the other hand wanted to challenge myself making shaders, also I think a less realistic but customable material is much useful, so I wired a Unity HDRP/URP shader out of Shader Graph[4](https://imgur.com/VjeNatZ, https://imgur.com/bYxBsOp).

    Here's day night cycle in motion (auto exposure setting is a bit off I think it is actually pretty good) https://imgur.com/kPLgbdY.

    Roads

    Blender-GIS and Blender-OSM both provides road retrieval tool, but Blender-OSM provides a full mesh out of the box. Here's an example: https://imgur.com/Nic7wW1.

    Roads are also separated by type, so I follow Roman Papush's Road Shader Tutorial[5] and made several variations(https://imgur.com/7akfI8X, https://imgur.com/ZJbUyka).

    Result

    https://imgur.com/sd7OSYb

    https://imgur.com/t2eAWgN

    https://imgur.com/iUyqNi5

    https://imgur.com/k8qh7dX

    https://imgur.com/uLmufX6 (skybox based on Jannik Boysen's tutorial[6])

    You definitely cannot make a GTA of the city you live in out of the box with this workflow, but I think the result is perfectly serviceable as a basis, more importantly already usable as a complicated background.

    Limitation

    It is free! So of course there are caveats. Here are some for you to consider:

    Road intersection unsolved

    OSM provides only nodes for roads, so intersection between roads remain unsolved and you'll see disgusting Z-fighting. A custom mesh manipulating solution is needed to fix this. Potential solution here but it seems to be Blender version dependent so I can't get it to work.

    No sidewalks yet

    This is probably the most important part to make the whole thing work on the ground, but unfortunately my attempts at using boolean operation in Blender to cut out road only doesn't work properly.

    No actually usable terrain

    Though Blender-GIS can pull elevation data and elevates buildings along it, the resolution of 30 meters will result in weird fluctuation. A place where you can get away with flat plane is much preferable.

    Inconsistent data quality

    Since OSM is community contributed, the quality and density of data varies quite a lot depending on the location.

    Improperly solved relation

    OSM consists of some complicated relation, and the tools mentioned above can't solve all of them properly. Here's Shinjiku government building solved by Blender-GIS https://imgur.com/3mteLBS, while the actual data contains a much detailed model https://imgur.com/V4zdDdY.

    Conclusion (and shameless self-promotion)

    I initially though I can effortlessly made a driving game based in Tokyo open world, but it turns out much more work is required. But I've learnt quite a lot from this attempt and still believes this is possible. Thank you for reading this piece and hopefully it is any bit useful to you.

    You can follow me on Twitter to see more of my attempts (and failures), I'll continue making this driving game and also a fully diegetic rogue-lite twin-stick shooter. Until next time!

    Resources

    [1] Blender-GIS: https://github.com/domlysz/BlenderGIS

    [2] Blender-OSM (free version): https://gumroad.com/l/blender-osm

    [3] Blender-OSM (premium version): https://gumroad.com/l/blosm

    [4] My custom building exterior Shader Graph: https://github.com/dklassic/Unity-Simple-Building-Triplanar-Shader

    interior mapping part is based on the GameDevGuide tutorial: https://youtu.be/dUjNoIxQXAA

    [5] Roman Papush's Procedural Road Shader Graph Tutorial: https://youtu.be/vhrIEcVSI5M

    [6] Jannik Boysen's Skybox Shader Graph Tutorial: https://medium.com/@jannik_boysen/procedural-skybox-shader-137f6b0cb77c

    Bonus

    Houdini released a set of game dev tools last year focusing on utilizing OSM data. Might worth a try: https://youtube.com/playlist?list=PLXNFA1EysfYkFzKS--S3_3393X2z1F_e0. I think the highlight is the intersection solving tool.

    submitted by /u/dklassic
    [link] [comments]

    Do any devs have their own frameworks they reuse on every project?

    Posted: 29 Mar 2021 03:50 AM PDT

    I'd consider myself an intermediate game dev at this point. Now that I'm starting to form my own ideal project structure, I find myself repeating large amounts of code/asset setup on each project. I think I'm going to start building some asset packages with all that core code so I can just import it into new projects and be ten steps ahead.

    Just curious—do any other devs have their own framework that they use to jumpstart their projects?


    [link] [comments]

    Game Audio Composition, Production & Implementation | DAWay to Good Game Audio pt. 4

    Posted: 29 Mar 2021 05:41 AM PDT

    Feeling discouraged and like giving up- how do you guys handle these feelings?

    Posted: 29 Mar 2021 10:37 AM PDT

    I'm feeling really discouraged and overwhelmed, which is leaving me considering giving up on my game.

    It was recently explained to me how messy my coding and planning for my game are, and how much work it would take to tidy it up (probably many many months). I'm a little worried I bit off more than I could chew with this project, and I'm afraid that I'll just inevitably give up because it will get too challenging for me to finish.

    I'm feeling kind of stupid because I'm an artist with no coding experience, and everyone warns you not to try to do something big in case you get discouraged.

    Originally this project was just meant to be a tiny 2 day game jam, but I wound up having so much fun, I've actually wound up spending 2 years on it now! And I've gotten really attached to it. (I can see it taking another 2 years to finish it, considering that I work full time.)

    Whenever my friends play my game, they always look like they're having a lot of fun playing it. And normally, I'm able to really enjoy working on artistic projects just for the sake of it, so I'm feeling a little thrown off balance by this overwhelming feeling of sadness and like giving up.

    I know logically it's not a big deal in the grand scheme of things that my code is kind of a disaster right now, especially since most of my other artist friends would never even bother trying to make their own game. I know I should be proud of myself that considering I've always been bad at and intimated by technical stuff, yet I still managed to come such a long way.

    I really don't like giving up on projects, it always feels much better and improves your self esteem to finish them. I would just really like to go back to that feeling of enjoying working on my game because it's fun, and not worrying so much about the outcome, or whether or not I'm doing it "properly".

    So I guess I'm just asking- how do you deal with these feelings personally when you're feeling sad and like giving up?

    Also just a bit of context, I'm not trying to be a full time indie or anything. I currently have a really fun career working in animation and wouldn't want the stress of becoming an entrepreneur. But I was always kinda hoping I could sell my game for a couple dollars or something, even if just a couple people buy it it would still be such a cool experience and I'd be really proud of myself.

    submitted by /u/newnukeuser
    [link] [comments]

    List of festivals to submit indie games?

    Posted: 28 Mar 2021 12:52 PM PDT

    I searched for this but couldn't find anything like a comprehensive list of all festivals/conferences that accept indie game submissions (like IndieCade, PAX's, Digital Dragons...).

    EDIT:Here's some nice events that accept indie game submissions:

    submitted by /u/silentdigger0
    [link] [comments]

    Photorealistic Vintage Television | Blender intermediate tutorial | Part...

    Posted: 29 Mar 2021 11:06 AM PDT

    Some time ago I downloaded this pretty screenshot of a retro stealth 1st person game in development. Now I can't find the game again. Does anyone know anyone who's developing something like that? Thank you!

    Posted: 29 Mar 2021 09:03 AM PDT

    Color Palettes in games

    Posted: 29 Mar 2021 03:47 AM PDT

    Hi fellow gamedevs, I'm new to the craft and have yet only released one small scoped, game my "pong" if you will.

    Recently though I have started to work on a slightly more ambitious 2d platformer and thus started to learn more advanced design processes.

    In making my assets, I always find myself doubtful on which colors to use and whether or not I should work with a limited pre-defined range which would be my games "identity".

    I think of doing it that way as I'm also a Software Engineer making android apps and there I usually just set a limited color palette and only use that for the whole app.

    With a game's many art assets though I find it very hard to limit myself or even simply find the right colors.

    It's with that in mind that I come here asking for advice or examples from other's expercience regarding colors in games.

    Thanks in advance for any tips !

    PS : here's a screenshot of my game so you can make direct suggestions on how to better adjust the colors https://imgur.com/a/KNjVkYz

    I feel like everything blends together too much in my scene but also don't know how to fix that in the very specific environment I'm trying to convey...

    submitted by /u/MN10SPEAKS
    [link] [comments]

    Observer Pattern In 60s, please let me know if you learned from this format.

    Posted: 28 Mar 2021 11:15 PM PDT

    How does one register under DMCA protection

    Posted: 29 Mar 2021 02:17 AM PDT

    I'm preparing on an eventual release of a first game. I heard a couple times people mentioning using DMCA to protect their game against steal (steal as in pretending to be the owner of my material). How do I get protected by DMCA? Do I have to register to it?

    submitted by /u/aganm
    [link] [comments]

    How do you choose the difficulty balance of your game?

    Posted: 29 Mar 2021 09:35 AM PDT

    Obviously if a game is too easy, it's no fun. If it's way too hard, it's no fun. How do you guys approach balancing this aspect of a game? Obviously in very general terms.

    submitted by /u/MikeW86
    [link] [comments]

    How do some casual mobile games gather tens of thousands of votes and so many downloads without a publisher?

    Posted: 29 Mar 2021 10:56 AM PDT

    As a struggling game developer this always baffles me. We all know how hard it is to get any traction without pumping lots of money (most often through a publisher) into your game if you're doing something for mobile, yet time and again I see those people with one game on the Play Store, with hundreds of thousands of downloads and literally thousands of reviews (which do not look like they're made by a bot). How in the world does that happen? Sometimes it clearly looks like it's their first game cause the quality resembles a tutorial game, the polish simply isn't there either (not that the quality of the game has any obvious relation to the traction it all gets as we all surely know, haha). I don't mean to diss anybody cause clearly they're ahead of me in their marketing game - I am just genuinely curious.

    It's not always craps though, sometimes (albeit less frequently) it's an okay game, with the developer having one or two games on the store too, and they have a ton of downloads even though the developer is just an Average Joe and the game is hardly earth-shattering (think a minimalistic version of solitaire/sudoku).

    How does that happen? Artificial paid traffic seems debatable to me cause what good would it do them to have a million dead installs? It's not like the $0.01 per install bots are going to watch your ads or buy your IAPs. Ads also don't seem plausible cause who has the money to wrestle with the casual market giants on ad money. They don't have a publisher either cause it's all just on their personal developer account. How?

    submitted by /u/Katspybara
    [link] [comments]

    HI EVERYONE !!! Today we finished the last episode of our series about creating a Valorant like multiplayer game with Photon Bolt.

    Posted: 29 Mar 2021 10:32 AM PDT

    Video about Steam Page Optimisation by Jonas Tyroller

    Posted: 29 Mar 2021 08:02 AM PDT

    Here is a fantastic video by game developer Jonas Tyroller and marketing expert Chris Zukowski about how to optimise your Steam page. They go over individual steam pages and talk how about improving the capsules, tags, first impressions, etc.

    I think this is a topic where we as indie developers might still have to learn a lot.

    https://www.youtube.com/watch?v=ht6xx9en-ZU

    submitted by /u/mrzoBrothers
    [link] [comments]

    Any good unity devlog videos that focuses on the code?

    Posted: 29 Mar 2021 10:52 AM PDT

    I am beginning to develop a game and I want to watch videos where the person does a lot of coding so I can start to get a better feel for it. I don't really want tutorials, but just a lot of code that I can decipher on my own and understand different things I could also use in my game. Is there any devlogs I should watch or anything of this manner?

    submitted by /u/NightShift320
    [link] [comments]

    John Geiger - Senior Animator @ Eidos Montréal | Out of Play Area Ep 5

    Posted: 29 Mar 2021 10:30 AM PDT

    Does anyone have syntys modular character pack?

    Posted: 29 Mar 2021 05:12 AM PDT

    Hey all, question!

    A lot of the reviews on the synty assets complain that the models are "scaled down at the root and then scaled up by 100 at the models" and that this makes them unusable with other asset packs.

    Can anyone help me understand the issue here? I'm considering getting this pack to toy around with. Would I not be able to add weapons and such to the hands due to this scaling issue?

    It also sounds like this caused issues with the animations and navmesh too. Anyone have the pack who can speak to the issues?

    https://assetstore.unity.com/packages/3d/characters/humanoids/fantasy/polygon-modular-fantasy-hero-characters-143468#reviews - the top review mentions the issue im referring to.

    submitted by /u/burge4150
    [link] [comments]

    Parallax Scrolling in under 3 minutes! Godot 3.2 Tutorial

    Posted: 29 Mar 2021 12:38 PM PDT

    Steam thumbnail art for my game

    Posted: 29 Mar 2021 12:12 PM PDT

    Hi! I'm a solo indie dev and I want to release my first commercial game on steam. I'm on a tight budget, but I think I have to invest in someone making a custom digital painting art for my game thumbnail and I'm wondering how much it cost. Would you give me a range or a direct number if you can? Thanks!

    submitted by /u/MacimusDev
    [link] [comments]

    By anychance, does anyone know if the E3 college game competition is cancelled or not?

    Posted: 29 Mar 2021 11:59 AM PDT

    My college doesn't have a game dev or any arts/design departments, so there's no one to ask there. Regardless I would like to submit my game for it, but no clue how to proceed with that. I think the live E3 event was cancelled but I don't know if it's still alive in some other form. Also, it seems last years college game competition was cancelled, so I'm guessing there's a chance it's cancelled this year. Anyone know?

    submitted by /u/namecheap333
    [link] [comments]

    3D prop/environment portfolio advice?

    Posted: 29 Mar 2021 08:11 AM PDT

    Hello,

    so I'm already aware a portfolio should be quality over quantity.

    I'm also aware your portfolio should be some of your best work and if you're applying for a 3D job (ESPECIALLY) in games, you should show your wireframe to show your optimization techniques.

    When I typically create assets, either for an environment or just a prop, I try my best to optimize the model, where I bake curved edges and delete unnecessary edge loops etc. One of the core reasons I do this is because I try to behave like each asset I made would be put in a game engine, and I try to optimize it for that purpose.

    I also know employers may also look at the wireframe to see if you have to correct techniques etc, as long as it doesn't hinder the quality of the model this is all fine and dandy.

    So with that, I wanted to ask,

    Does it really matter what my texture resolutions are for a portfolio piece?

    I know in a real scenario you wouldn't be using a 4k texture on 1 prop (unless this prop is massive or a key element of the game), so when I make an environment, should I be using 1k/2k texture maps for props? or just crank them all up to 4k for the sole purpose of "looking better"? Because the purpose of a portfolio piece is to get the employers attention right?, so I'm questioning whats the better move? stick to making props AS they may be used in a real game? or crank it all up for the purpose of looking better to grab attention?

    TL;DR, when making environments, should I make props/assets higher texture resolution just for my portfolio?

    submitted by /u/Dokiiie
    [link] [comments]

    Should I get a new GPU before developing?

    Posted: 29 Mar 2021 11:55 AM PDT

    Hello, I want to get into game development but I feel like my PC isn't quite up to spec. I have an older Raedon HD 7790 that I bought about 7 years ago and I haven't upgraded since. I've tried to use Unity for some basic 2D game practice but I feel Unity performs very slow to have a good paced workflow. I don't want to continue trying because of my sluggish performance, I do want to get into 3D games eventually so I'm just wondering, would buying a new GPU help out? The GPU market is pretty horrible right now, but I'm a bit desperate for a graphics card, and maybe just plan on getting a GTX 1660 or something since that should be a significant upgrade from what I have now.

    My other specs right now are

    AMD FX-8320

    16 gb of DDR3 ram

    submitted by /u/reviving_society
    [link] [comments]

    Unreal Engine 4 BLUEPRINTS FOR BEGINNERS AND NEWBIES

    Posted: 29 Mar 2021 11:35 AM PDT

    Creating a CLI RPG, how to go about it?

    Posted: 29 Mar 2021 07:37 AM PDT

    Hello everyone!

    Something I struggle with is finding a way to create a fantasy cli rpg. I understand programming and have no problem creating applications and dynamic websites, but how do I go about creating an easily scalable (cli) rpg? How should I store entities and their abilities? Magic and it's effects? At first I was thinking json, but I don't know how scalable that will be much later. Where do I start? How am I supposed to store data on abilities and entities? Was my prior way the correct way? Just using json and storing their details in there?

    If you want more of an example of what I'm talking about, imagine the player is attacking a goblin and they decide to cast fire, how do I store the data on that spell and how do I store the data on the goblin the player is busy fighting?

    If you need/want to know, I'll be using Python and OOP (to help me boost my Python-OOP skills).

    I just need someone to please point me to the right direction

    Thank you in advance :)

    submitted by /u/NetsuDagneel
    [link] [comments]

    No comments:

    Post a Comment