• Breaking News

    Thursday, November 25, 2021

    Why do they make their own engine?

    Why do they make their own engine?


    Why do they make their own engine?

    Posted: 25 Nov 2021 10:29 AM PST

    So I've started learning how to make games for a few days, started in unity, got pissed off at it, and restarted on unreal and actually like it there (Even if I miss C#)...

    Anyways, atm it feels like there are no limits to these game engines and whatever I imagine I could make (Given the time and the experience), but then I started researching other games and noticed that a lot of big games like New World or even smaller teams like Ashes of Creation are made in their own engine... And I was wondering why that is? what are the limitations to the already existing game engines? Could anyone explain?

    submitted by /u/Remarkable_Winner_95
    [link] [comments]

    Developers: Why do so many AAA games have insane loading times?

    Posted: 25 Nov 2021 11:52 AM PST

    For background, I work as a developer in high performance computing, namely developing methods for solving partial differential equations run on hundreds or thousands of supercomputer nodes with distributed memory parallelism. Typical memory consumption frequently gets into the 10s of terabytes, and "solution files" / save states generally in the 10s of gigabytes. So I have some familiarity with "big data". With efficient file i/o implementation, saving or loading these files takes on the order of a couple of seconds. Loading a multi-GB save file on a beefy workstation off of a spinny disk maybe takes a few seconds. Everything in memory and ready to be accessed. Negligible time.

    When I fire up many games (recently No Man's Sky, Subnautica, MS Flight Simulator, pick anything really) I'm greeted by loading times on the order of many minutes before anything is playable. The actual data sizes involved are trivial compared to the data sets I typically analyze.

    My question is: why? Why are games so incredibly slow to load? My only hypothesis at this point is that there's just no business incentive for developers to care about this, but even that I find difficult to believe from a professional software standpoint. Even when my own software had very long load times, it annoyed me until I fixed it. I can image game saves being a worst-case scenario for random access, but even then, I find it hard to believe that worst-case serialization+deserialization can be this slow.

    What gives?

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

    How VR and game dev techniques were brought to The Expanse TV show

    Posted: 25 Nov 2021 09:14 AM PST

    In Season 3 of The Expanse TV show a set designer named Karl brought in a VR headset and PC into the art dept. On his previous show, Dark Matter, he started simulating his own sets in VR and thought it would be a good idea to have this technology on The Expanse.

    He taught me how it's done and I became the VR guy on the show. Unity is the gaming engine we use to simulate the sets. I started to learn all I could about VR and Unity. This later sparked an interest in game design.

    I made a few "games" early on including The Rocinante Experience VR, here is some gameplay: https://youtu.be/wY1GdqlBjtw

    At some point in season 3, I found out how to take 360 videos of the sets so they can be viewed easily with a smart phone, tablet, or computer. I have a playlist of those videos here (one of my favorites is the Tynan Ops):

    https://youtube.com/playlist?list=PLUOknbzhlIl4hY0vIyB_3f-dbncw3Bqm7

    I started to get really interested in game design and started working on game dev during my free time and in between seasons of The Expanse. If you are interested in the full story of VR in The Expanse and my journey into game design I have a video here:

    https://youtu.be/Rk6gw9OFe7M

    I hope this interests a few of you guys.

    Thanks!

    submitted by /u/EvilFluffy1
    [link] [comments]

    The creator of Ecco the Dolphin & true SEGA legend Ed Annunziata reflects on his amazing gaming career in this lovely podcast chat for Arcade Attack! Ed chats about creating Ecco, a potential sequel, Kolibri, inspirations in his work & loads more SEGA goodness!

    Posted: 25 Nov 2021 10:48 AM PST

    How are game engines made?

    Posted: 25 Nov 2021 01:54 PM PST

    Like, where do you even start? What language do you use to program it?

    submitted by /u/Szwedu111
    [link] [comments]

    Book suggestion : Gamefeel, by Steve Swink

    Posted: 25 Nov 2021 04:40 AM PST

    As a game dev, frequent participate in this sub, and an avid member of /r/destroymygame, I often find myself repeating the same few things.

    "It feels floaty, unresponsive, detached from reality", etc...

    "It just lacks the audio/visual feedback you'd expect"

    "the systems look incoherent and detatched from the gameplay"

    And really, everytime, I just want to say the same thing. Buy this book called "Gamefeel" by a guy called Swink, and then read it over and over, and try again. Try the online tutorials and examples, and spend some more time on it.

    So that maybe I can save myself from repeating the same thing over and over, please. Check this book out. It's worth it.

    submitted by /u/Potential_Audience27
    [link] [comments]

    OpenGameArt, will people hate on my game/demo if I'm using mostly assets from here?

    Posted: 25 Nov 2021 02:53 PM PST

    Basically title but more info below:

    I'm a programmer who can't draw to save my life. I have published a game before and paid for 3d models in a different project, I know the importance of distinct art, whatever style that art happens to be in.

    Now working on an isometric 2d game I have no money to pay for unique sprites and was hoping to put together my demo/vertical slice using open game art assets. Will people knock my project and not give it a chance cause of this? Will people even notice?

    It's my first time dealing with 2d assets and I'm not sure how much these get used/shown around, as opposed to say the popular 3d asset packs on the unity store which I recognize right away.

    submitted by /u/SlightBasket7897
    [link] [comments]

    We built our first Multiplayer Game! Here's what we learned.

    Posted: 25 Nov 2021 05:03 AM PST

    Hey folks, so recently we shipped our first multiplayer game. This is a game embedded inside another app, which already has a sizable number of downloads. (The app is similar to Discord).

    The game is akin to gather.town, a 2d space where you can meet, hangout with people and hop on video calls based on proximity. You can also place buildings (like chairs, sofas etc) in your own space.

    This is a document of the 4 months we spent building this game, and what went into it, and some of the most crucial things we learnt.

    To note, we used Unity + Mirror (Open source networking library) + PlayFab (Hosting service) (I have some tutorials on my YouTube channel for all of these, you can check them out below).

    Multiplayer games are more time consuming: You have to think multiplayer first when you build a game. A trail of thought that goes "How do I spawn this building?" becomes "How do I spawn this building over a network, without it disrupting any other connected player's experience? It needs to be an instant spawn on all clients, have all the right properties. How can I leverage the client connection callbacks to store state on the server that never desyncs? What I learned here: the lesser netcode you write, the better.

    You also have to think about client vs server authority for basic actions like movement, which is a whole different topic by itself.

    Scale: You're given a virtual machine that has a certain amount of compute. How do you determine how many game server instances you can have running on it so it's super efficient? We used PlayFab for this, but even so, you still need to specify a number of game server instances per VM. Here's where you need to check the metrics (CPU/RAM usage on the VM), and determine the same. My learnings here were tremendous, including but not limited to server allocation, hosting, scaling up and down for multiplayer games etc. I've spoken in length about PlayFab on my YouTube channel as well, in case you're interested, and I've even posted about it here before.

    Source control: for games with a team. We used Git LFS + Unity. Contrary to popular opinion (where Perforce (and other subversioning systems), and Plastic SCM dominate), Git (and LFS) works just fine for small teams. You even have GitHub actions for Unity builds now which streamlines your process even further.

    Your worry here is your binaries. Stuff like your scenes (or levels, if you come from an Unreal background), materials etc are things you ideally want to place a lock on using git lfs lock
    , especially on larger teams.

    For us, it was a team of 2, and there was always clear communication about which assets are going to be in use, so we didn't end up using lock a whole lot.

    System: it's important to have one and follow processes associated with it. One consistent art pipeline. One consistent naming convention. (We used Rider IDE for this and it worked out great). I'd also highly recommend Game Programming Patterns by Robert Nystrom, was super handy in structuring our project.

    We did have some regrets too:

    • no CI/CD (yet): We haven't setup a very efficient process that auto builds our games and publishes them asap. Our future plan is to use the new Unity GitHub Actions for this. Daily releases > Weekly releases. It's easiest to tie your pushes to a build, give it out to people to test, get feedback, and move on, versus dread a weekly release.
    • (IMPORTANT) we ONLY tested happy path cases for a LONG time: In multiplayer, you must expect the worst. Remember, if you have exceptions in your game, it could potentially crash the Unity client (or server) if unhandled, so you must be brutal about testing all edge cases, especially ones that could occur on the server, and have a solid exception handling system.

    There are other edge cases too that you'll have always to consider, depending on the platform and other variables. For example:

    - Since our build was a Unity Export for Android, we also had to think about what happens when the app is minimized (Should we timeout the client? If so, when?)
    - We came across an issue if you force close the app through the system tray, it doesn't actually gracefully disconnect. That is, the client doesn't disconnect from the server. So we had to handle that in a specific way too.

    All in all, we had a lot of fun, and honestly, I still feel like I've barely scratched the surface with what I know. But hopefully this proves useful to some of you :)

    If you're interested in watching the same in video format, I made a video on my YouTube too!
    https://youtu.be/BqcqPrI_w9I

    submitted by /u/VeterinarianFrosty87
    [link] [comments]

    A good place to hire Texture Artists?

    Posted: 25 Nov 2021 02:44 PM PST

    I've tried Upwork, Artstation, the Subreddits, and I'm currently trying IndieDB. I either get unqualified people or nothing at all.

    I've honestly had a hard time finding anything but a Character Modeller, and that was before Covid and now there is a lot more competition and a lot less Freelancers. As a small Indie developer company, it's basically impossible to get anything good, and I'm not even asking for anything hard, in fact, the job is way easier than what most of these people would be doing.

    I've even been thinking of posting papers around my town with the hope that someone here knows how to make textures, though I doubt it.

    submitted by /u/DNRGames321
    [link] [comments]

    Easily Manage the State of Your UI With This Pattern to Save Yourself Headaches | Unity Tutorial

    Posted: 25 Nov 2021 05:19 AM PST

    A game where main mechanic is talking?

    Posted: 25 Nov 2021 05:30 PM PST

    What do you think of a story game where main mechanic is clicking on NPC and talking to them? Branched dialogues with multiple answers, that affect game world in different ways

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

    where to get help with game programming?/

    Posted: 25 Nov 2021 05:29 PM PST

    Hey, I'm a first year student in game programming at my college and I tend to struggle a fair bit with coding. I was wondering if there are any discords or communities where I can find people that are willing to help me in a 1on1 session?

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

    Irregular grid

    Posted: 25 Nov 2021 06:55 AM PST

    Anyone got any info on grids which look like this:

    https://www.thisiscolossal.com/wp-content/uploads/2020/10/stalberg-7-960x540@2x.jpg

    It is an all-quad grid, but contains 3-poles and 5-poles here and there. Is there a known algorithm for creating something like this?

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

    Vertical slice for a multiplayer survival game (e.g. DayZ)?

    Posted: 25 Nov 2021 04:57 PM PST

    What would you include in a vertical slice for a multiplayer survival game - like DayZ or Rust? These games run on player interaction, player driven story telling, and a lot of systems players can interact with to create engaging experiences!

    I'm so confused.

    Target audience: Investors & Publishers

    submitted by /u/Available_Main9745
    [link] [comments]

    Can 1 person handle to build a working prototype of a multiplayer horror game without art side? (With templates etc.)

    Posted: 25 Nov 2021 04:37 PM PST

    I'm just curious. I'm actually designing games daily but i want to make a prototype with placeholders just to see if the idea is good enough.

    There are basic gameplay packs that i bought to try (horror pack for unity for example). I know logic of programming but couldn't ship a product before due to busy days.

    TL:DR; wanna try to make a pacify-like multiplayer proto just to see if the idea is fine to focus on

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

    Question regarding creating a Steamworks account?

    Posted: 25 Nov 2021 12:39 PM PST

    I'm looking into possibly submitting my game onto Steam, but I have no experience with Steamworks and how accounts work. The project I'm planning on submitting is being published under a brand/company name.

    Would I need to create a completely separate Steam account (using a different email), or do I just use my personal Steam account? Just trying to understand how the whole developer/publisher data stuff works through Steamworks. Any additional suggestions are appreciated. Thanks. :)

    submitted by /u/Speady99
    [link] [comments]

    OpenTK vs SharpGL

    Posted: 25 Nov 2021 04:04 PM PST

    Have you used OpenTK or SharpGL or both? Can you compare them? What are their advantages and disadvantages? When I tried to learn OpenGL using C# I found OpenTK. Now I discovered SharpGL and I'm wondering what's the difference.

    I'm surprised how many downloads OpenTK has at Nuget Packages Manager (1.7 million) becasue there are hardly any tutorials for it at youtube. SDL for C# for comparison has only 4000 downloads at Nuget Manager.

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

    Convert reiterative Film to game?

    Posted: 25 Nov 2021 03:52 PM PST

    anybody develop a game using moving images or video from real life as a basis for the creation process?

    360 video or video footage from real life as a input and in the game design process then With 3d design on top mof the video or even animated collection of gif style pictures for example? I wonder if its been done before??

    submitted by /u/Alarming-Sherbert780
    [link] [comments]

    Any trackers for Black Friday gamedev deals?

    Posted: 25 Nov 2021 03:18 PM PST

    Unity has already started Black Friday deals. Does anyone know of a nice list tracking all deals for gamedev related stuff? Be it assets or anything else?

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

    Revival of RTS genre, your thoughts?

    Posted: 25 Nov 2021 03:21 AM PST

    Hey fellow devs!

    Me and my two friends are big fan of RTS and whole strategy genre (we all are game devs) and we would like to make a RTS game but there is a catch.

    RTS as a genre is "dead" or either dying (my opinion) for quite some time. There wasnt much inovation for the past years, sales went down and whole interest turned away.

    I started a game design document but before jumping to any conclusion id like to ask you, fellow devs and players:

    • Which RTS game in your opion was the most enjoyable and why so?
    • What do you miss in the genre?
    • Do you like cupcakes? (very crucial for the research)

    EDIT: I phrased badly that genre is dead, sorry for that folks. Got two more questions based on responses:

    • Is map editor/creator a must have feature?
    • What do you think about modding?

    EDIT 2 :
    Some of the people stated that i dont have enough experience (may be true) so there is some introduction bout me :D <3

    Im learning game dev for 4 years. Same goes for my two friends whos joining me on it.

    Im already familiar with threading, OOP programming, pathfinding, shaders, even multiplayer (wrote mmorpg in .NET Core and currently fiddling around Mirror). Learnt a multiple game design patterns (observer, state machine...) and i could go on.

    I just never really used reddit but for my first game that id like to ship it seems reasonable to do a proper research before developing a fully fledge game.

    Soo that all there is to it :D

    submitted by /u/DarthExpl0zive
    [link] [comments]

    No comments:

    Post a Comment