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    Saturday, June 12, 2021

    Just wow. Any ideas how it’s made?

    Just wow. Any ideas how it’s made?


    Just wow. Any ideas how it’s made?

    Posted: 12 Jun 2021 07:01 AM PDT

    My own 3D game enigne with Editor! (C++ and OpenGL)

    Posted: 12 Jun 2021 12:17 PM PDT

    My own 3D game enigne with Editor! (C++ and OpenGL)

    https://reddit.com/link/nye42e/video/wikurbn4wv471/player

    Source Code : https://github.com/kacperks/Fractal_Engine

    Features:

    • ImGui Editor
    • Loading 3D models with ASSIMP
    • Loading 2D textures with stbimage
    • Fully Featured ECS(Entity-Component-System)
    • Pretty advanced Renderer
    • Events System
    • Model, Textures, Shader Manager
    • Scene System (XML)
    • Light System (Point, Directional)
    • Gizmos
    submitted by /u/kacperks
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    How to Achieve Unreal Like Graphics in Unity

    Posted: 12 Jun 2021 10:12 PM PDT

    Hello Guys I am a solodev now I want to make a 3d game and just want to know how can I give my game graphics like Unreal Engine is it possible or Impossible and please if it is possible tell me how to achieve it

    submitted by /u/Mountain_Milk_4158
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    A ghost game I'm working on! Here's the first day of development! (Art will definitely need to be improved, but solid progress for day one!)

    Posted: 12 Jun 2021 10:18 PM PDT

    I'm getting kind of lost in the weeds modeling a TON of stuff and I'm not sure where to stop. When to stop?

    Posted: 12 Jun 2021 08:04 PM PDT

    Hey there! Just a quick question... I'm getting kind if lost in the weeds modeling a TON of stuff and I'm not sure where to stop. When making models for your game? How do you know when to stop making models?

    Like let's say you're modeling stuff to fill a shed. Maybe some big things like shelves, a lawn mower, paint cans, various cleaning supplies, tools, and miscellaneous items. Do you just keep making stuff to fill the shed until you can't think of anything anymore? Even small things like spiderweb, a random sponge, a broken pencil, etc.

    It seems like there's an endless supply of ideas you can create models from. I want to build my own library of assets so making more than I need isn't an issue, more so time. Any advice on how detailed/thorough I should be when filling out scenes?

    Thank you!! :)

    Brandon

    submitted by /u/ArceusMaster518
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    Should I be paranoid about copyrighting my game

    Posted: 12 Jun 2021 07:46 PM PDT

    Hi, this is my first post here! I've been developing a game for a few months now and I really want to show off the tech I've been making, but should I patent it before showing it off or should I relax about it? I'm asking because the patent entities in my country are overloaded right now and it will take 180 days until they take a look at any requests. Thanks in advance and sorry if this has been asked a million times before (I didn't find it in the FAQ)!

    submitted by /u/Doug_Beautiful_Boi
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    My first year as a hobby game developer and what I've learned.

    Posted: 12 Jun 2021 04:35 AM PDT

    Hello, my name is Toni and I've been a passionate gamer since I was a little kid and I always dreamt about making my own game but I never thought that would be possible because in my country (Croatia) game dev was not really popular and no one was taking you seriously if you talked about it. Times have changed and game dev got extremely popular in Croatia so I started learning Unity through an education course. The course was awesome and I learned about programming in C#, level design, UI, game design documentation, optimization, publishing… not enough to get a job in game dev immediately but just enough to start my own journey as a game developer and continue learning and developing my skills. Just to be clear, I knew absolutely nothing about Unity, C# or any other game engine or game dev at all before my education.

    After the education, I had a chance to start my own game dev studio but I decided that I was not yet ready for it so I got a job that was not connected to game dev and started game developing in my free time. I had a lot of ideas of what I could start developing and I was honestly aiming too high for a few times in the beginning so I had few projects that I abandoned after a while because I just wanted too much for my set of skills and as a solo developer. Then after a while, I decided to make something simple (what I should have decided in the beginning) so I choose to make a mobile game. I wanted to make something like a Flappy Bird but not really just another clone of that game so I thought that I could make a bird fly up when you hold your finger on the screen and fall when you release it so it would not be jumping when you tap your screen like in the Flappy Bird. Then, after a while, I decided that I don't want it to be a bird so I came to the idea that it could be a Bat and also I didn't want to call it Flappy and I came onto this idea (I have no clue how I got this idea) that I could call it Crappy Bat and that the Bat would shoot the crap out of his butt when he is flying up. I started the development, followed a million different tutorials, ran into many problems, resolved problems that created more problems, almost gave up many times, took pauses for weeks or months but in the end I finished my first game and published it on Google Play. An experienced developer would probably make this game in few days but still, my childhood dream came true and I made my own game and I am very proud of myself.

    About Crappy Bat: my friend drew me Bat sprites that I combined into a flying animation, I drew caves and made object pooling to reuse sprites and optimize my game with that. I bought a music pack on Humble Bundle that I used in the game. Icons are from Freepik that I credited in the credits of the game. There are three modes to play, first one is the original idea, how I imagined it in the beginning, the endless cave where you fly up when you hold your screen and fall down when you release. The second mode is just a classic Flappy Bird mode but here you are playing with a Bat. The third mode is a level mode called "Corona Escape" where you have to get to the end of the cave to finish it and unlock the next level. With the next update, I plan to implement leaderboards and some achievements.

    This is it if you want to check it out: https://play.google.com/store/apps/details?id=com.KovanoxInteractive.CrappyBat

    What I learned and what tips I can give to beginners in game development:

    1. Plan your learning: if you don't have any experience in game dev there are plenty of tutorials that you can start with on youtube or Unity Learn that are Unity's official tutorials that are free now. It may be overwhelming in the beginning but it will be easier and more comfortable every day. I think that the best way to do it is to decide how many days a week and hours a day you will be learning and stick to that. Don't skip days because you will eventually give up.

    2. Change your method of learning if you can't code: I'm not a good programmer, it is not easy for me to code and it was hard for me to code in the beginning. If you just can't learn to code don't give up, you can make games in Unity without writing a single line of code. There are assets like PlayMaker for visual scripting that is easier than normal coding, Corgi Engine for developing 2D games, Adventure Creator or Game Creator for creating all sorts of games and many more. All of these tools can make your game dev much easier.

    3. Start with something small: „I will make something like GTA" or „I will make a game like Witcher" – I've heard something like this a million times and I've heard it from solo developers. Just don't, hundreds of people make a game like these for many years, it is just impossible for a solo developer to make something like GTA or Witcher. If you just can't come up with the idea for something simple google popular mobile games and make something similar. Mobile games are perfect for beginners because they can be pretty simple and pretty awesome.

    4. Choose from money and your dream: I saw a lot of indie games that someone made because they liked it or dreamt about it but people really didn't like it so if you wanna earn money you will have to make something that people will like and want to play. If something is great to you it doesn't mean that it is great to everyone else.

    5. Write a Game Design Document: I did not write a GDD for my Crappy Bat game in the beginning and that was my first mistake. GDD is like a blueprint for your game and it is a must-have no matter how small or simple the game might be.

    6. Follow your schedule: if you write your GDD you will probably write your schedule (I highly recommend you write it) in it and it is very important to follow it because you will get lost in all of your tasks if you just jump from one to another without finishing the last one. Also, update your schedule regularly because you will resume developing very easily if you take a long pause.

    7. Make backups: a second mistake I made. At the beginning of my development of Crappy Bat, I imported some assets into my project and it messed it up so I had to start over. The damage was not big but it could have been if this happened later in the development. Just copy and paste your project folder somewhere on the hdd from time to time and especially if you are going to import some asset in your project. Also, from time to time, copy your project to external hdd or usb stick so you can have a backup in case if your hdd dies.

    8. Use LTS versions of Unity: if you are going to use Unity and you think you will be developing your project for a long time then use LTS versions because they have a long time support

    9. Find a partner: if you are already really comfortable in game dev and you are thinking about a bigger project then try to find a partner because you will need help for sure. I recommend signing a partnership contract even if he is your best friend because anything can happen in the future.

    10. Follow game dev communities: Facebook groups, Reddit communities, youtube channels, discord, forums… because you will find a bunch of useful stuff there, free assets, tips, advice, you will have a place to ask people for help and show your game.

    11. Start marketing early: if you are active on the game dev communities they will probably let you market your game, talk to you about it... if you just register and ask people to try your game they will just ignore you. Make a Facebook page for your studio or your game, Instagram, youtube channel, discord and regularly post updates on your game. This is all free marketing, I won't write about paid marketing because I've never used it.

    12. Don't give up: I'll be honest with you, I wanted to give up a hundred times. I'm not a good programmer so I ran into a problem pretty often and I thought about giving up. I just thought that I can't fix something or make something work or implement functionality that I wanted but I eventually figured it out, people helped me, I found a solution online.. and when I woke up in the morning and saw a notification that my game got approved by Google it was just an awesome feeling and I was happy I never really gave up.

    That's it. Maybe I forgot something, maybe I wrote something wrong.. sorry about that, I'm not that experienced yet and I sure someone more experienced will leave a comment if I wrote something wrong. This is just my experience in my first year of game development.

    Happy developing :)

    submitted by /u/iBricoslav
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    Media Request: Looking for a game dev that experienced 'crunch' and would like to tell his story on a podcast

    Posted: 12 Jun 2021 03:34 PM PDT

    Hi everyone!

    I'm a Master degree journalism student from UK doing a one-off podcast about crunch in gamedev industry. I have a Video Game Design degree myself, have experience in the industry but I never experienced crunch time personally or officially (meaning, during work hours).

    If one of you reading this have experienced this and would like to talk about it on a podcast - thus helping me finish my degree - or have a friend/collegue that would, I'd appreciate that and would make try your time worthwhile.

    Send me a DM or write to me @ honablee@gmail.com if this interests you (no podcasting experience required by the way, in case you haven't done it or it looks terrifying to you).

    Cheers and have a great weekend fellow devs!

    submitted by /u/MrHomework
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    Using Miro for game design in Subnautica

    Posted: 11 Jun 2021 05:38 PM PDT

    Hey everyone,

    First time poster here. I've been making and designing games for a long time, most recently, Subnautica.

    I just wrote a blog entry on a tool I use for so many things from planning construction of a big open world with a multidisciplinary team, mocking up new functional UIs and even making fully print-and-playable board game prototypes:

    https://www.charliecleveland.com/miro-the-one-tool-to-rule-them-all/

    There are examples in there from Subnautica and the more-recent Below Zero. Hope someone here finds it interesting or helpful!

    -Charlie

    submitted by /u/Flayra
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    Godot Tutorial: FPS Gun in 5 minutes

    Posted: 12 Jun 2021 04:03 PM PDT

    This real-life light projection is done with Unity, can anyone point me to the right direction for both hardware and software to learn this ?

    Posted: 12 Jun 2021 09:20 PM PDT

    ECS Back and Forth, part 11: the Big Matrix revised

    Posted: 12 Jun 2021 07:39 AM PDT

    How were people able to legally make a remake on Disney's Toontown online?

    Posted: 12 Jun 2021 09:57 PM PDT

    Some college students were disappointed that Toontown online shut down so they remade it as Toontown rewritten and I just wondered how it was legally possible. Did they need to get permission from Disney themselves?

    submitted by /u/ThrowAway-0108
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    Unity question - problem with multiple baked lightings - screaming of a developer

    Posted: 12 Jun 2021 02:21 PM PDT

    I have a VR game where I switch between different sceneries (combination of skyboxes, terrains, etc). I tried to make baked lightmaps works, I really did. But not sure if this is my own inexperience (it's my first Unity project, although I am professional C# developer) or stupidity or something, but I tried different ways to make several baked lightmaps work and it simply ignored everything. In the end I decided to end it all, changed to realtime lighting. It's slower and not as nice, but it works okay and no problematic hack-handling of lightmaps.

    I guess this post here is about two different things:

    1. were you able to work usably with different baked lightmaps in Unity? Or decided to go with realistic lighting? Or maybe a third option?
    2. this is not a full-time job for me, more like a hobby that I can do during weekend. My "progress" this weekend was about different curses on lightmaps and thinking about how much time I already invested into making my maps look relatively okay. But the first look sells and my game currently doesn't sell. Should I go more with looks and try to go at it entirely differently or something? Should I focus more on gameplay and stuff I actually like to do? So far it seems it will be my passion project, so maybe I should simply go and do stuff I like to do on it. And if people don't like the way it looks, well, nevermind.
    submitted by /u/LazyDeveloper123
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    Don't like OOP, considering Unity DOTS

    Posted: 12 Jun 2021 06:01 PM PDT

    So I started studying computer/data-science about a year ago, and learned some programming. Created Invaders during assignment, and added the circles to push down the collision checks the night before turn in, so it was basically just a proof of concept.

    Already here I didn't like the way OOP operated. When I was moving entities between those circles, I moved entire entities. Every entity was looped over to run their own update script. While I made a lot of stupid decisions, I think they were still pretty much rooted in accurate OOP thinking. Encapsulation and inheritance caused a bunch of annoying issues as well, where I'd have to throw in somewhat useless references and pointers, as there were otherwise no way for objects to update/do things.

    I had a OOP JAVA course, and that really made me dislike OOP. It feels very clunky, and while tiny projects are fine, larger projects just easily turn into spaghetti code extremely easily because of encapsulation.

    Then I had a low level programming course. This course was actually a lot of fun, working with assembly languages was way more fun than working with JAVA OOP. I also got to learn about cache, memory and processors. It has made be believe OOP is fundamentally flawed because of how the data structures ends up looking, increasing chances of cache misses drastically. Despite these negatives, it really doesn't appear to have any positives, it's not really intuitive and it's a mess to program with.

    -- READ FROM HERE IF YOU DON'T WANT ANY REASONING

    So, I've been looking into dots. Following a tutorial to see how it actually functions, and so far I like it, but it still seems too magic for me to really use it. However it appears DOTS isn't really getting much development attention from Unity.

    How much is missing from DOTS? Can I make full 2d and 3d games with ECS? am I screwed if I want to try my hands on IK later on? What will I miss if I go with just DOTS in Unity?

    I'm not used to work with a game engine, I've only worked with pure code and libraries before, to make Invaders I used C++ and SFML.

    submitted by /u/Mallotdev
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    Where do you all go to feel "creative"?

    Posted: 12 Jun 2021 06:39 AM PDT

    Hello everyone,

    I am currently a hobbyist in the game dev space using game maker studio. I find it difficult to stay motivated to continue working on my project. The distractions of day to day life can sometimes be brutal to overcome.

    Ideally, I think it would be great if there was a way to connect with other hobbyists to keep me engaged. Is there a place you go to "create" or find inspiration?

    How can I connect with others to bounce ideas off/ show my progress with? Thanks everyone

    submitted by /u/freindlyski
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    Best Engine For Someone in the Army?

    Posted: 12 Jun 2021 03:48 AM PDT

    aka for someone who doesn't have admin rights to download any program he pleases.

    Basically I'm in the army (mandatory in my country) and because I don't want my remaining three months here to be a waste I'd like to learn game development, something I've always wanted to do.

    Is there a game engine for someone who can code exclusively in the browser? Preferably C++ (since that's what I taught myself here) or C# (since I'll have to learn that soon anyway to get into Unity) but any language I suppose I'll learn by doing.

    As an example of how limiting the computer lab here is, I learned C++ here with web-based compilers, instead of the usual VisualStudios.

    submitted by /u/likewhateverandstuff
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    Question about creating a system for selecting a savefile and loading it.

    Posted: 12 Jun 2021 04:04 PM PDT

    Im making a game for a Jam that players will be able to create and edit stages.

    (working on Godot by the way)

    I want them to be able to choose a name and let their file get saved into a designated folder under that name (already got that sorted) and also pop up that folder to Load levels from there. And I cant get the second part to work. I can only load from a preselected file or if I let them type in the exact name.

    I basically want to do:

    User Clicks a Button

    Window pops open containing the contents of the saves folder

    They can choose one

    it gets loaded.

    Having this with a extra PC window popping up would be ok, but i would prefer to have it completely in my game window.

    Is there any smart way to do this?

    Thanks to anyone taking their time to read this, have a nice day :)

    submitted by /u/Noname_Smurf
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    Hey Game Devs! We are hosting our first official game jam! This jam is focused on being beginner-friendly and our community is full of members of all creative media types ready to team up. It's a perfect opportunity for those new to game jams, completely free from stress. Let's make some games! smil

    Posted: 12 Jun 2021 04:18 AM PDT

    Need ideas for game title.

    Posted: 12 Jun 2021 03:32 PM PDT

    So I'm making a space themed platformer. The story is: You work at XSA(Xorg Space Agency) has part of the orbit cleaning & protection crew. You see this big spaceship and approach it asking to see its travel visa to be in orbit. The ship knocks you into one of Xorg's moons and breaks your ship. [Go To Tutorial] After repairing your ship you travel back to Xorg to find out the Tdocs destroyed Xorg.

    I'm having trouble coming up with a name. I'm currently thinking of Team Slagathor or Team slug-s. Any ideas?

    submitted by /u/Flench04
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    I've experienced mistreatment, bad management, unpaying, illegal software and making money off interns at my company but I can't report it because it is too small.

    Posted: 12 Jun 2021 05:43 AM PDT

    As the post title states, the company i've been working at hasn't been the best. The boss I think is the main issue, he just doesn't treat the staff well. He is pretty disrespect to everyone and always has a condescending tone. A majority of the software that the staff use is also illegally downloaded, every 30 minutes I am greeted by a pop-up for illegally downloaded software, which is extremely annoying but I don't really have a choice unless I leave the company (which I plan to in the next few months). I am getting paid just over the minimum wage as well, also they hire interns (not too often though) and end up making more money off them then the hiring cost. It really upsets me, they keep hiring new employees instead of actually raising the pay for people and all my other coworkers have had terrible pay but for whatever reason they have stuck around for years, I have absolutely no idea why. The thing is though, since i'm planning to leave, I can't report this because I know i'll be the one known for calling them out on this, putting me at risk. I'm not sure what to do here but I fear the continued mistreatment of staff and future employees. While it isn't exactly dire, I still feel upset about the fact that the big community around the game has no idea about the reality of it.

    As an added note, my boss attempted multiple times to do some really shady finacial fuckery, I won't go into details really but for about 6 months, he kept trying to extort money out of the government, cheat the system and gain more money for the company by putting me at risk.

    Edit: I put unpaying in the title but was meant to write "Underpaying"

    submitted by /u/TAGameArtist
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    Isn't the Nemesis system as old as strategy games?

    Posted: 12 Jun 2021 07:18 AM PDT

    Okay, first I want to say that I refer to strategy games as games like the CIV series and that my understanding of the Nemesis system may be wrong, so if anything I say isn't true feel free to say it. I am still trying to learn :)

    So, the Nemesis system "creates" enemies that have a stronger bond with the player the more they encounter with them. Strategy games still creates relationship between the player and other armies/civilizations. If you attack a city that civ is probably going to be in war with you and will try to conquer it back.

    I assume there must be a difference between those system that makes them really different, right? I'm trying to understand how the Nemesis system works but I've been a bit blocked by this thought, so if anyone has a new point of view maybe, I'd love to chat with you about it😁

    submitted by /u/Drekortv
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    Looking for a good opensource rendering engine with a specific feature set

    Posted: 12 Jun 2021 10:51 AM PDT

    I'm looking for a good opensource rendering engine that has the following feature set:

    • language isn't too important, prefer one of: C/C++, Java, Python, etc. but not too important.
    • Sprite rendering with rotation, positioning, animation, etc.
    • Particle system capable of rendering convincing fire effects
    • Font rendering
    • Linux support (but can do development on MacOS)
    • 3D support optional, initial work will be in 2d space

    This project isn't for a game. I'm building something that renders a speedometer on a round LCD screen for a 1957 Chevy Belair. I have experience with Unity and some other popular game engines but I don't feel like they are appropriate for this.

    submitted by /u/briandilley
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    Modelling turn based AI with s-expressions

    Posted: 12 Jun 2021 08:24 AM PDT

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