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    Wednesday, December 22, 2021

    EnTT v3.9.0 is out: Gaming meets Modern C++

    EnTT v3.9.0 is out: Gaming meets Modern C++


    EnTT v3.9.0 is out: Gaming meets Modern C++

    Posted: 21 Dec 2021 05:07 AM PST

    What's EnTT

    EnTT is a header-only library written in modern C++.

    It's mainly known for its entity-component-system model. However, it offers also many other things useful during development, from flexible tools for managing signals to a runtime reflection system and so on.

    EnTT is also a production-ready, fully documented and battle-tested library with a 100% test coverage. It's currently used in Minecraft by Mojang as well as by many others.

    What's new in v3.9

    Here you can find the (very verbose) changelog with all details.This release is quite large and welcomes many of the requests received over time.

    This is a short list of those that will probably be most appreciated:

    • DLL-friendly classes. Just push the registry across boundaries and use it on the other side.
    • Runtime types. It's finally possible to create pools at runtime and associate them with names instead of types. Scripting systems, double-buffering, multiple components of the same type, these and many other things are as easy as they can get now.
    • Natvis support. Many have asked for it and finally here it is. Please, help me to keep the natvis files updated by reporting all errors or suggesting fixes.
    • Stamp is back. This is a longtime joke on discord but the truth is that finally something like copying an entity is as easy as it ever was before!

    And much more. After more than four months of work, there are so many changes that it's hard to wrap them all in a few lines. Please, refer to the changelog for all the details.

    What else?

    If you are using EnTT and want to tell me hello or which of your products relies on it, do not hesitate to contact me!For everyone else interested in the library, the wiki contains more than what I've said here and the gitter and Discord channels are a great place to come and ask your first question!

    I'm looking forward to hearing from you. :)

    Special Thanks

    Special thanks to the Microsoft Mojang Studios for the opportunity they gave me, as well as img.ly for actively supporting the development of EnTT.

    submitted by /u/skypjack
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    Cease and Desist for Company Name

    Posted: 21 Dec 2021 07:28 AM PST

    So I recently received a cease and desist from the lawyers representing a certain furniture company. The reason: My company name is "confusingly similar" to theirs. They want me to either change the name of my company, or deregister my company completely. My company is an independent game development studio (it's just me), and I have clarified with their lawyers if they are still willing to pursue legal action given this information. They are still willing. The name of my company is LazyBoi, so I'm guessing you can figure out who the other company is. Anybody have any experience in these matters?

    Edit: I am based in South Africa.

    submitted by /u/Sirba93
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    Is gamedev.tv a good resource?

    Posted: 21 Dec 2021 05:15 PM PST

    I recently got their Blender courses from a Humble Bundle and will be starting them soon. I saw their introductory Unity courses are on sale and I was debating getting them. I have basic Python knowledge and a little bit less Java and C++ knowledge, and the Unity tutorials offered by the Unity website for some reason aren't clicking for me. Is it worth the dive? Thanks!

    submitted by /u/arcanepunster
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    Can I get in legal trouble or is it unethical to use game mechanics from a video game that inspired you?

    Posted: 21 Dec 2021 06:33 PM PST

    Sorry for the ridiculous question. So the game that probably inspired me the most is a very old and unpopular game called Captain Claw. The game I'm making currently (my first game) is HEAVILY inspired by it. I'm not using its textures or sound effects or anything but there are just a lot of similarities with the puzzles and types of platforms and voice lines. My intent isn't to copy or ripoff the game but it's a game that really inspires me and I have a lot of great memories with. Can I get in legal trouble if the game mechanics or ideas are too similar? Even if I can't is this an unethical or a rude thing of me to do?

    Thanks and God bless!

    submitted by /u/UltrasonicHumidifier
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    How to find an artist to collaborate with?

    Posted: 21 Dec 2021 06:37 PM PST

    I have been working on a game with a friend for more than a year, and while we have made a lot of progress in development and the game is coming along very well, both of us are programmers/designers. We have friends who are musicians, and we know a lot people who can playtest, but the one thing we do not have the ability to make, or anyone to help with, is art. Right now we are not able to pay anyone though, so our only hope is to find someone who would want to work on our game with us and be a true collaborator on the project and participate in rev share. How would all of you go about finding someone to join your team in this case? Where would you post/look?

    submitted by /u/DaveSilver
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    Is it worth it for me to switch to Godot?

    Posted: 21 Dec 2021 05:16 PM PST

    Hello to everyone.

    I have been using Phaser 2/3 for about 2 years to develop my game.

    I think Phaser is only suitable for html5 2D Game and the developer will spend a lot of time to learn 3rd party tools (

    e.g.

    for 3D - Three.js, Cannon.js or ammo.js

    for Level Map - Tiled

    for code obfuscation- webpack,

    for Mobile Export - Cordova, Capacitor

    for physics- Matter.js (Phaser 3 Aracde physics is easy, but Matter physics is much difficult for me )

    for multiplayer - Socket , Nodejs etc.......)

    If you want to export to android or IOS, the mobile device performance/fps is slow when your game is complex.

    And some people are very easy to get your Html5 game's assets such as Graphic, music using Browser develop tools

    I recently downloaded godot, I think some features that contains things that I have been looking for for years. I don't think it will be worse than phaser.

    Do you think I should switch to Godot? And please, as godot users, share with me the aspects you dislike about godot?

    Thank you very much

    submitted by /u/tommyabbcccc
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    How should I go about recreating (for study purposes) a certain app?

    Posted: 21 Dec 2021 10:02 PM PST

    The app I have in mind is an app called Purrfect tale and I want to recreate it. I think I will Unity 2d but I'm not so sure how to go from here. I was wondering if someone could help me figure out a rough idea of how to go about doing something like this (e.g start creating the 2d assets in photoshop, etc.etc)

    submitted by /u/Special-Inspection1
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    How to use PID controllers in Unity3D

    Posted: 21 Dec 2021 02:48 PM PST

    Want to learn how to create a video game - looking for books/resources

    Posted: 21 Dec 2021 08:01 PM PST

    Hi all,

    I was hoping someone could assist me in finding good books or resources to learn how to create video games. I have no coding experience so any recommendations as to which coding language is best to learn in order to create video games would be greatly appreciated. Thank you in advance for the help.

    submitted by /u/Emergency_Barber_215
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    Show me your mind maps!

    Posted: 21 Dec 2021 02:50 PM PST

    I like looking at other people's creative process and I'm curious if other people use mind maps to organize their project's tasks and relations? I want to see some examples.

    submitted by /u/TetralogyGames
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    Top Down Shooter in Unity - Player Movement (mouse & keyboard)

    Posted: 21 Dec 2021 03:00 PM PST

    Anyone else just... not do personal projects?

    Posted: 20 Dec 2021 04:37 PM PST

    I'm a game dev and do it from 10-6.30pm each week day and when I'm done for the day I can't fathom going home and continuing to "work" (I put it in quotes because I understand it's less about feeling like work and more about passion).

    I have colleagues who do this daily and on their weekends and I just can't understand how you wouldn't feel burnt out by it. There are days that I have an idea for a game and feel like when I get home I might start prototyping something, but the second I walk through the door that feeling just seems to completely disappear and I'm now in home mode.

    Does anyone else relate to this? I kinda feel like the odd one out seeing as I don't work on these types of projects in my own time.

    submitted by /u/raahC
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    Any Guides or Tips for making games in RPG Maker MV?

    Posted: 22 Dec 2021 12:26 AM PST

    I have decided to make an RPG Maker game next year as my new year resolution. I've bought the MV version and I finished the tutorial program for how to make events, enemy fights, and so on, but I have no idea how to do ANYTHING else. I've seen so many creations come out of RPG Maker through some good art and programming. I would love to be able to do something like that myself. I am currently a team of one, so I'm also learning pixel art, animation, coding (Javascript), and music. If there are ANY guides or sources or tips you could share that could help out a novice in any of these field, I would really appreciate it.

    submitted by /u/Lazygenius101
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    I wrote an article about my painful GameDev journey, my scoping problems and my current approach to personal projects. I hope you'll learn from my mistakes and find the article useful.

    Posted: 21 Dec 2021 07:29 AM PST

    I'm a UX Designer and I'd like to prototype game UI, where do I start?

    Posted: 21 Dec 2021 06:03 AM PST

    I'd like to be able to code to prototype UI in-game.

    Where should I start? There are so many options I'm overwhelmed.

    Thanks!

    submitted by /u/Max_the_Hodler
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    Tips to develop a 1st person game that targets non-VR and VR users

    Posted: 21 Dec 2021 09:52 AM PST

    Hello! I wanted to ask on tips about how to go around developing a first person game that targets PC users and also VR users! I think of something along the lines of Phasmophobia in terms of interactability for both userbases in terms of carrying stuff.

    Game is currently in preproduction still, gonna be using either Godot or Unity and recently decided to pick up an Oculus Quest 2 which i'd love to develop something for.

    submitted by /u/MaxialstarOA
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    Playtest exchange?

    Posted: 21 Dec 2021 08:01 AM PST

    Hi, is there any kind of site or such where people can be assigned partners based on experience level with whom they can swap their games and give feedback?

    If not, is anyone here up to swap? I'm quite experienced solo developing, you can see some of my work here. Currently in the early stages of developing a Zachtronics style game.

    I've written quite lengthy feedback posts in game jams and such if that's what you're after.

    submitted by /u/b_random9
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    How can I make learning shaders more interesting?

    Posted: 21 Dec 2021 07:29 AM PST

    I'm currently in the midst of learning how to make shaders and shadergraphs and I keep finding myself just not very interested in it at all. I have a shader here that only works in Unity's Built in pipeline and not the HDRP, so if I want it to work then I need to learn shaders and how to make one for HDRP or recreate this one with a shadergraph. It's so boring to me though. I've tried a few months ago to learn shaders, but I eventually just gave up because it just didn't make sense. Now it's kind of looking like it still won't make sense. I've watched this video, and another user linked me to this page on mircosoft docs. The video material just isn't sticking and I'm still looking through the microsoft doc links now, but i'm having trouble making it through it. If I'm being honest, I just find it so frustrating, and hopelessly boring, to read through. Is there a way to make learning this more interesting?

    submitted by /u/JazzRhodes
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    UI/UX: Best text input methods/keyboards for gamepad?

    Posted: 21 Dec 2021 09:42 PM PST

    I am extremely dissatisfied how so many consoles and video games just half-ass a QWERTY keyboard that you have to cursor through, and I'm planning on implementing alternate input methods for gamepads (but still offering a fallback for compatibility).

    Are there any alternative input methods for gamepad you've found and liked?

    Here's a rundown of the alternate input methods I'm aware of.

    Default grid keyboard

    • Uses: 1 stick or D-pad, 1 face button, and possibly several function buttons.
    • How to use: Cursor through a grid of letters (usually alphabetical or QWERTY) and press the button to press the key.
    • Origin: Since time immemorial.
    • Rating: 1/5. Horribly inefficient and frustrating to use, but widespread due to its simplicity and familiarity.

    Daisywheel Keyboard

    • Uses: 1 left analog stick, 4 face buttons + several function buttons.
    • How to use: Select one of 8 directions on the analog stick, then press the face button corresponding to the letter. For example, to type ABCDEFG, tilt the stick up and press XYBA (Xbox layout), then tilt the stick up-rigtt and press XYB.
    • Origin: Originally on Steam, now removed, not patented (as far as I know).
    • Rating: 5/5. Takes a bit of getting used to, but very efficient and easy to use.

    Spiral keyboard?

    • Uses: 1 left analog stick, 1 face button.
    • How to use: Move the analog stick in circles to seek through a list of letters. Press the face button while the right letter is selected.
    • Origin: I forgot what game this is from, but it's used for name entry in what I think is a PS1 game.
    • Rating: 4/5. Great tradeoff between efficiency and familiarity. Jiggling the stick in circles is easier and faster than cursoring through a grid of letters.

    Dual-cursor keyboard

    • Uses: Both analog sticks with a stick press button.
    • How to use: Each stick has a 5×3 grid of letters (split QWERTY) and letters are selected by tilting the stick just right and clicking down the stick.
    • Origin: I think it was Microsoft that was really pushing this layout, although Steam uses something similar now.
    • Rating: 1/5. Unusable on controllers without dual analog sticks (e.g. 8BitDo Lite) or stick click buttons (e.g. GameCube controller). Tilting the stick halfway is incredibly finicky and frustrating.

    SQuEDSOSK (Split Quadrant QWERTY)

    • Uses: Both analog sticks and two shoulder bumpers.
    • How to use: Tilt the stick to select a quadrant of up to 4 keys, then tilt again to select a key within the quadrant. Finalize with the matching shoulder button. e.g. using fightstick combo notation, "Q" is ⬅️↖️⬆️‌🇱, "W" is ⬆️↖️⬅️‌🇱, and "E" is just ⬆️‌🇱. A minor sticking point is that "S", "F", "J", and "L" require halfway tilt to distinguish from "A", "G", "H", and ";", respectively.
    • Origin: Slashcards, a slasher where you answer Japanese flashcards to defeat enemies, according to [this Gamasutra article](SQuEDSOSK).
    • Rating: I haven't tried it yet, so I can't comment on it.
    submitted by /u/salsarosada
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    Difference in Experience: SFML or Unreal Engine Project

    Posted: 21 Dec 2021 05:04 PM PST

    As a beginner c++ dev looking to build my portfolio and showcase my skills with some small games, is there an advantage one way or the other to building a simple game using something like SFML over building something (relatively simple) using Unreal Engine?

    Ultimately, my plan is to work with both, but from an experience perspective, can anyone shed any light on how each of these tools differ in what they can offer a developer in terms of working certain skills and gaining the experience?

    Are there certain roles in industry which might make more sense to focus one's time on one of these over the other?

    thank you for you help!

    submitted by /u/jakebakerwastaken
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    An introduction to lerping and animation curves

    Posted: 21 Dec 2021 06:58 AM PST

    Requirements and set up for a server based game

    Posted: 21 Dec 2021 03:42 PM PST

    I want to work towards a project that's a multiplayer semi text based game, One of my biggest problems with starting is I know nothing about how to set up an online multiplayer game. My idea is that the game is run on its own website as well rather then it being downloaded. What steps do I need to take to do this and what do I need to know beforehand (things like what engine/program would be good, what language is best, what server host you recommended etc)

    submitted by /u/Masonthetranny
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    Ubisoft Game Developers Have Been Leaving The Company In Droves

    Posted: 21 Dec 2021 05:14 AM PST

    An update to the Unity or Unreal using an M1 Max.

    Posted: 21 Dec 2021 09:40 PM PST

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