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    Friday, July 2, 2021

    Feedback Friday #451 - High Performance

    Feedback Friday #451 - High Performance


    Feedback Friday #451 - High Performance

    Posted: 01 Jul 2021 09:49 PM PDT

    FEEDBACK FRIDAY #451

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    submitted by /u/Sexual_Lettuce
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    Google Poly shut down last night. My friends and I archived all 3D assets and made them public for free!

    Posted: 01 Jul 2021 12:29 PM PDT

    How smart must one be to actually make a game?

    Posted: 01 Jul 2021 07:33 PM PDT

    I am messing around in unity and it's beyond frustrating. Especially seeing as how this is the one most recommended because unreal is even more difficult.

    I purchased a cheap little character and wanted to animate him running around. Even a 20 minute tutorial showing how to do this makes my head ready to implode. The comments that read "You've made this so simple! Thank you" do not make me feel any better.

    There's no part of me that thought it would be easy, but even the simplest shit like having your character move is seemingly too mentally taxing for me to grasp. Then again, I get distracted easily. Also, even after the bare bones basics you must add the cutscenes, ai, coding, all of it. A total foreign language.

    Is this just one of those things that take you years upon years to even cobble together your first shitty indie game that consists of shooting poorly programmed zombies in a first person shooter?

    This is has nothing to do with wanting to make money, I wanted to do this for myself. It's just that reading posts on here, comments on youtube, and even threads that are titled "How hard is game design?" and responses making it seem middle of the road.

    Jesus, I don't think I am bright enough to make this work to my advantage. Has anyone else been an extremely slow learner or is bordering on giving up?

    submitted by /u/MechanicGaveMeRimJob
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    Best post mortem to read? Any failure story?

    Posted: 02 Jul 2021 02:17 AM PDT

    Actually working on a puzzle game, I'm, like a lot of other indie dev, wondering how can I build my audience so people play my game, where to put your efforts. Like any project, our ressources are limited and just putting a lot of work is mostly not enough, sometimes you're wasting your energy without even knowing it!

    It's quite easy to find the success story of indie game that did well (like Indie Game: The Movie, take a look if you didn't, quite interesting). But harder to find post mortem of people that tryed a lot, made a good game, and it didn't work. Because obviously, if they game didn't work, they don't have a lot of visibility and there post mortem is hard to find.

    I'd like to hear a bit more of failure story of indie dev, that put a lot of effort and sadly couldn't match there audience, what did they try and if they have any feedback to give at some random like me that would just like to learn. Or maybe, you, reading this, have a story about this that could help others!

    And to be clear, I'd be glad too to read good post mortem of good games like this https://www.reddit.com/r/gamedev/comments/llyqfw/how_i_did_marketing_for_my_game_that_sold_128k_in/ (really interesting, thanks again AuroDev).

    It's just, I'd be glad too read your best ressources and maybe you have some hidden gem to share!

    submitted by /u/Woum
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    Is it safe to use the mp3 format in games in 2021?

    Posted: 02 Jul 2021 01:50 AM PDT

    I'm making my first game and I'm a bit worried about legal issues regarding the music in the game.

    Older posts warn about using the mp3 file format because there are potential licence fees connected to the format. I get some conflicting search results though, because some websites indicates the patent program has expired: https://www.audioblog.iis.fraunhofer.com/mp3-software-patents-licenses

    Interpreting legal lingo is not my specialty, so perhaps some of you know better - can I legally play mp3-files in my game?

    Details: The music itself is in the public domain or under the Creative Commons CC BY 3.0/4.0 licence. The mp3-files are distributed in a music-folder with the game, and they are played via a mciSendString-command from a win32 c++ application.

    submitted by /u/vertex6
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    The pure pleasure of implementing a smart algorithm (A* path finding)

    Posted: 01 Jul 2021 10:33 PM PDT

    I really enjoy development. And I especially like implementing nice algorithms. This week, I am adding a smart path finding algorithm to my current video game project ( r/outerspaceshack ). The algorithm is A*

    Why do I need to build a path finding algorithm, and not reuse Unity algorithm. Well, I need my game simulation engine to run without displaying anything (for extreme time acceleration, and also for allowing the player to manage several sites in parallel). And there starts to be enough specifics in the game so that Unity FPS NPC-oriented path finding algorithm is not relevant.

    So it started with a big headache early this week. I realized my current algorithm for moving vehicle was not enough, and the vehicles often got stuck in corners between buildings. So I needed something serious.

    I have not implemented a path finding algorithm for literally decades (probably 20 years), so I went to Google. It took around 15 minutes for me to run on A*, which seems to be the best algorithm (good results, not too costly...). To be honest, it tool me quite some time to understand it, but, when understood, the principle of the algorithm was really beautiful.

    For those who are interested in this algorithm, the wiki page is very nice ( https://en.wikipedia.org/wiki/A*_search_algorithm )

    The nice thing about smart algorithms is that they are typically not that hard to implement. So I am now in the middle of a 300-lines implementation. The main challenges are:

    • building the necessary subroutines (basically make a method from the time you need something for the second time
    • build smart memory structures to allow all recovery use-cases. This typically used Dictionaries / Sorted Dictionaries.

    Now, I am starting the tests of the algorithm, and there will be some tuning for the algorithm. A* algorithm behaviour can be adapted by:

    • tuning the heuristics for distance remaining from a location. By doing this, you can tell the algorithm to optimize for speed or for optimal solution (in a game, optimization will be mostly on the side of speed)
    • tuning the travel time I put on each tile. I plan, for example, to put a higher travel time value on tiles close to buildings so that vehicles stay generally away from buildings. This will help the vehicles cross other vehicles in wide places.

    Then, there will be some nice multi-thread development to ensure the algorithm can run in background. Making a simple enough multi-thread engine so that some part of the code can run in background is also something I enjoy. The key of simple multi-threading is using some memory structures that are only read by one thread and wrote by another thread.

    All this was a lot of fun, and explains why, even now that I am over 40 and my daily job is mostly management and finance, I still enjoy a lot coding. This implementation is as pleasant as reading a nice book that teaches something interesting.

    submitted by /u/outerspaceshack
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    Walt Disney - Data Sets (Moana Island)

    Posted: 02 Jul 2021 05:34 AM PDT

    GameMaker is now free for learning purposes.. Thanks

    Posted: 02 Jul 2021 03:15 AM PDT

    Since I am learning Gamedev as a passion, I want to try Gamemaker but it had only 30days trial

    Now a week before, they made it free for learning purposes

    You can just sign up and download and use for learning

    Thanks Gamemaker

    submitted by /u/RageshAntony
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    Unity Editor optimization for very large projects (50gb+)

    Posted: 01 Jul 2021 08:06 PM PDT

    I'm nearly a year deep into the development of a project that has grown to ~100gb in size. Starting Unity takes ~10 minutes and performance within the editor is starting to struggle as well.

    In general, how can I improve performance in large projects like this?

    Would asset bundling help in some regard?

    Is there any benefit to having a remote Cache Server rather than a local one?

    A large portion of this is unused assets from imported packages. Is there a tool or method of extracting the files I'm using and deleting the unused ones?

    submitted by /u/RippStudwell
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    Hey everyone! Our super beginner friendly game jam is nearing it's starting date. If you've ever wanted to make your first game, or if you'd like to partner up with artists and musicians to make a game this is a great opportunity for you! Details are in the comments.

    Posted: 01 Jul 2021 03:47 AM PDT

    Free decent anticheat software?

    Posted: 02 Jul 2021 04:23 AM PDT

    I was searching for a free good anticheat software for my game. What are the best choices?

    submitted by /u/UgoChannelTV
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    Games Jobs Live Game Parade 2021

    Posted: 02 Jul 2021 07:44 AM PDT

    We hope everyone's doing well and managing to enjoy the summer.

    We're excited to say that the next Game Parade game jam is looking - it kicks off on Sunday 11th July!

    Today we announced more companies supplying judges than ever before - over 20 studios - including prestigious/AAA studios like Mediatonic, Miniclip, Codemasters, Avalanche and Sharkmob - and we're still speaking to a bunch of others that we're hoping we can persuade to get involved as well.

    The jam format is similar to previously, but with a few tweaks. Firstly, we'll make sure that *every* game submitted for jam gets put in front of industry judges. And secondly, although the jam still lasts just a week, by popular demand you'll be able to submit updates for bug fixing and polishing for a further week afterwards.

    For more details, to signup, and for the link to make your own suggestions on what theme this jam should have, get over to: https://itch.io/jam/gjl-game-parade-summer-2021

    Thanks.

    submitted by /u/hllrm
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    A Question for professional Graphics and Game engine programmers!!

    Posted: 02 Jul 2021 07:37 AM PDT

    Top of the mornin' to ya laddies! I wanted to ask the professionals whether it is possible for a soon to be a graduate like me, who is self taught in the ways of OpenGL, Direct3d 11 and some vulkan, to get a job in the industry as a CG and GE programmer.

    I have a electronics background (not helping anyone ik!) but I've been studying the sacred books of computer graphics and absorbing the lore from the superbible as much as I can. I can code a 3D renderer from scratch and can code shaders. Currently working on a 2D game engine by studying the lost book "Game Engine Architecture".

    If you guys have any tips or guidance for me to find light, please let a fellow programmer reach the gates of holy game engine programming land!

    TIA!!

    submitted by /u/Solaris1712
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    The first growing crop tutorial in UE4.26 for my 'let's make a farming game' series!

    Posted: 02 Jul 2021 07:21 AM PDT

    How do I recreate the very specific aesthetic of the early 2000s low poly 3D games?

    Posted: 02 Jul 2021 07:19 AM PDT

    I want to make a survival horror game but I want to do it in the style of an early 2000s PS2/PC era game like Manhunt where it has a very specific low poly models and I want it to be similar to the Rockstar renderware engine in terms of look and feel and how it controls. I don't really want it to be a perfect 4K high poly Unity/Unreal engine game where everything looks perfect. I don't want there to be any ragdoll physics/animations, when characters get hit or die they need to suddenly fall down in a sudden splat animation.

    Like in the older GTA games when you kill people they suddenly fall down or become flat quickly, they don't ragdoll around. I don't know if this makes any sense or if I've described it properly? Should I try to make in the actual Renderware engine or is there a way of mimicking it with a newer engine without compromising or making it look too new if that makes sense?

    submitted by /u/Bertrum
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    How do you share a game idea without getting your idea stolen?

    Posted: 02 Jul 2021 07:18 AM PDT

    I want to receive feedback on my game ideas but I'm worried that some of them are too easy to steal. Is there a program or website that reliably offers meaningful feedback. PM me if you want to give me feedback.

    submitted by /u/delgoodie
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    Drag GameObject from one scene to another scene Inspector

    Posted: 02 Jul 2021 07:00 AM PDT

    I am using UNITY AND WRITING IN C # So i am making a game i wrote a screen switching script now i mentioned another script named "BattleSystem" as i have to use that in the script so i mentioned [SerializeField] BattleSystem battleSystem ; So that i can have it in the inspector but the problem is i have this screen switching script in scene 1 wihle the battlesystem in scene2 so how can i drag and drop a gameobejct from one scene to another scene

    submitted by /u/juicymist691
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    Voxel Editor with JSON/XML/etc. export format?

    Posted: 02 Jul 2021 06:48 AM PDT

    Basically, I hope to find something like Tiled or OGMO editor, but with tiles being cubes and placed in 3D space, I suppose? I need each tile to basically be a separate object, not so much different from how, for example Minecraft blocks are each separate from one another - that's why getting a parsable format would be appreciated.

    I've thought about just making several layers of 2D tilemaps, but it just feels way too cumbersome to the point where I feel like I would be better off making just tiny color-coded bitmaps, but that doesn't feel so great either.

    That leads to my question: Are there any editors that could prove helpful in such situation? Or perhaps there's a different solution, that I simply haven't thought about?

    Sorry for the not-so-great writing, for some reason I can't even string a sentence properly today.

    submitted by /u/Orange1717
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    Please help me with my game title.

    Posted: 02 Jul 2021 06:41 AM PDT

    Hello Everyone. My game development is at final stages, so my next big project is to set up the steam page and start to market it. But for that I have to settle on the title. I am not a native english speaker as you can see, so I hope you can help me.

    My current title, that I really like is: Capital Death (its a little reference to one of my inspiration Kingdom Death)

    About my game: It is a 3rd person arpg, with dark souls like combat. The whole game is set in one big randomly generated city ("Capital"). And the game is quite difficult, and has permadeath ("Death")

    My question is if the title makes sense? I like the sound of it but the word order makes me a little nervous, it would make more sense reversed: Death Capital, but I dont like the sound of that, and I dont like the written form of it. Also "Kingdom Death" has also this reversed word order, so I am quite confident that it makes sense.

    Please if you have any opinion or advice share with me.

    submitted by /u/NITOOh
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    Unity Post Processing Stack v.2 + changing camera viewport rect = bug behaviour

    Posted: 02 Jul 2021 06:36 AM PDT

    I'm using Unity, postprocessing stack v.2 and now fixing a problem with monitor scales different from 16:9. The best solution I found for this - changing a camera viewport rect and keep with that camera ratio always 16:9.It works great, but postprocessing looks like a different image with a shift along the x-axis.

    with post-processing (bug)

    https://imgur.com/a/l74dld0

    without post-processing (works fine)

    https://imgur.com/a/e5B6e2b

    when you changing camera viewport x and y values - this strange behavior happens(w and h seems to have no effect)

    submitted by /u/Krblshna
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    LowPoly Medieval Sword - Free

    Posted: 01 Jul 2021 10:31 AM PDT

    Procedurally generated driving game

    Posted: 02 Jul 2021 06:12 AM PDT

    I love listening to dubstep while driving around on the back roads in Georgia at night and I wanted to make a game where you can just relax and do that infinitely. This will be my first game, what will I have to learn to do this?

    What I know:

    how to make cars in blender

    How to make motorcycles in blender

    Not much else.

    What I want to know:

    How to make customizable vehicle parts and paint

    How to rig motorcycles

    How to rig cars

    How to make procedurally generated level tiles

    How to make customizable vehicle handling for cars/bikes and a UI for it

    How to program controller support

    How to make a control mapping UI

    How to make a switchable camera

    How to make a free camera photo mode

    How to make toggling headlights brake lights and blinkers

    I also want to make it easy for players and developers to add their own cars, motorcycles and parts. Maybe even a character creator and livery editor somewhere down the line but those last two aren't important for now.

    What will I have to learn to do all these things?

    submitted by /u/ains2
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    A Behind The Scenes Look At The Code Of My First Published Game - ZER0ED

    Posted: 02 Jul 2021 06:03 AM PDT

    Simple Sabotage Field Manual - How to Destroy Your Development Teams

    Posted: 02 Jul 2021 06:01 AM PDT

    World creation app there will be a land where the World will be drawn and a plus icon which will open a drawer/inventory​, which will have​ some predefined shapes of the components.

    Posted: 02 Jul 2021 02:01 AM PDT

    So I m thinking of working on this particular idea, something similar to Minecraft, but more like maybe interior designing app. How do you suggest me to approach this particular task?

    ENGINE IS UNITY The Details -

    World creation app there will be a land where the World will be drawn and a plus icon which will open a drawer/inventory​, which will have​ some predefined shapes of the components like building, car, road, trees etc and ​these ​shapes​ should be​ draggable to the Play Ground to create building​. Once World is created, the user's 3D avatar should have the liberty to visit the World.

    Edit: I meant the programming part. I am planning to use oops, but basically what I plan to do with this is that maybe make a room and customize it with furniture. Drop furniture from my inventory.

    submitted by /u/surealme
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    QA Tester with experience - job interview

    Posted: 02 Jul 2021 12:53 AM PDT

    Hey guys!

    So after a year working as an outsourced contractor I'm finally getting a job interview at a big and well known company for a QA position. I expect some technical questions about consoles, but not sure what exactly. At my current job the only "technical skills" you'd need to have to work with consoles is how to update their software, how to put new build onto them, record clips/sc, change sandbox/activate account (depending on whether its XBOX or PS), get the logs out. So you know, basic things.

    Now that I applied for a position that called for at least a year of experience I'm starting to wonder what other technical questions could I possibly get. Ofc, I'm ready for classic "WHAT IS TESTING?", "WHY SHOULD WE HIRE YOU" or "What is the difference between exploratory and functional testing". I'm not worried about these ones. But about some more technical stuff, what is there that's worth to know about PS/XB/Switch?

    Thanks a bunch!

    submitted by /u/TheFowo
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