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September Recap


Whew! That last entry was a long one and I was almost wondering if there's anything to add to the month of September. As it turns out, there is always lots to talk about  So, I launched my game. That was pretty cool. It's a first, and I feel happy and proud about it. I hold my head a teensy bit higher now. But, let's not kid ourselves. The game is...
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Fast Discrete Natural Neighbour Interpolation


Spatial interpolation of scattered data is a vital technique used in graphics programming, games, medical, scientific applications, mining, weather forecasting etc. Some of the most widely used techniques are: Inverse distance weighting Natural neighbour interpolation Kriging  Here I will discuss a cunning optimization of discrete natural neighbour...
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Devblog #2


Greatings! In this entry we are going to tell more about gameplay in our game.   Gameplay   Player in the game is an agricultural counselor of ruler of some ancient state. The main screen of the game is a map divided into regions. Every region may belong to one of the states or be neutral.  Regions have their own attri...
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Designing a high-level render-pipeline Part 1: The Previous state


So I've stopped writing journal entries on my project for a while. Didn't really feel like it anymore, after I took a hiatus for multiple months. Since then I've been working on multiple things, mostly cleaning up old messy parts of the engine. One of this things, that turned out something pretty cool in my mind, was the redesign of the rendering pipeline...
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The Last 24 Hours Of Galaxy Combat Wargames Releasing On Steam!


If I say I don't have butterflies in my stomach that would be a plain lie as the reality is otherwise. Ahh... Just 24 hours left till the Galaxy Combat Wargames releasing worldwide on Steam for PC tomorrow at 4 PM PDT  You don't develop beyond your boundaries. The key thing is to remain in your limits and your strengths. If you are an Indie, accept i...
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Edge Detection in my Platformer


I've gone and ripped out all of the player controller code from my project with a view to rewriting it from scratch. The previous version was a fairly abstract state machine with each state represented by a class derived from PcState. While this nicely compartmentalised up the code, it led to a fair amount of duplication, was hard to see what was going on...
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Austin, Alpha, and Introducing Myself


Hey there! Last week I started posting my DevBlog here, and I realized I hadn't properly introduced myself! I'm Dean , I'm the creator of Vidar , which is an RPG Puzzler where everyone dies. I had heard that Gamedev.net is going through something of a rebirth last week at the Austin Games Conference, which was an awesome opportunity, and wanted to re...
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A retrospective on the Infinity project


Hey Everybody, long time no see, Ysaneya here ! I haven't posted in the past 6 years if I count well. Most of you probably don't remember me, but the few of you who do should remember the Infinity project and how it all started back in 2005. It started with a dream, one made of stars and full of procedurally-generated planets to visit. At the time, Elite...
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Introducing GameDev Marketplace


GameDev.net is pleased to announce the launch of GameDev Marketplace at https://gamedev.market. We’ve had a Marketplace on GameDev.net for several years, but it has never been quite right. The content was always excellent, but it was difficult to find what you wanted and ultimately buried in the s...
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Generating BoxColliders for PicaVoxel-imported objects in Unity3D


Recently I downloaded MagicaVoxel which lets you create and modify blocky objects, and bought PicaVoxel which lets you import them into Unity3D projects. The purpose was twofold: to help my friend Highsight develop his first game, and to have access to powerful tools in case I ever wanted to make a voxel art game. Highsight claimed difficulties with...
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First Completed Game


The goal in this game is to basically get the highest score possible. You are given three chances to do so. You gain score points by destroying meteors. Depending on the size of meteor that's destroyed, smaller(usually faster) meteors will break apart. The scoring is as fallows: large meteors are 20 points, medium meteors are 50 points and small meteors a...
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Voxel editors and normals


I want to use Voxel editors to create graphical assets for my game. It is easy to use them and create relatively good looking 3D objects. Plus with a little bit of work the game can look quite "stylized" and that it is what I am going for. I played around with number of Voxel editors and ended up with two contenders.  VoxelShop - free and has very u...
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Welcome to "Project SpaceVille"


First, A Little Bit About The Team...   Hello! We're two students from Portugal, and we're part of a team called FAXIME . This is the first time we're posting on GameDev, so cheers to everyone. Both of us are currently learning programming and game developing. Last semester, we were asked to develop a game, and so this is how we started this pro...
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My first Kickstarter - Precur


So, this week I have participated in my first ever KS.  CLICK HERE TO VIEW IT   If you are interested show us some support and get a package! Comments welcome!
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Dancing with Lady Luck


Rarity and Frequency  If we consider the simple example of tossing 2d6 then we can make some observations. The outcome Two {1,1} is rare, being only 1 of 36 possible outcomes The frequency of the outcome Two tends toward the average of to once every 36 rolls at infinite rolls During game design, the dev might want an event to occur at a frequency r...
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Galaxy Combat Wargames Launches On Steam - A Free to Play PvP Space Shooter


First Thoughts   I really don't have words what to write as we have hit the milestone something on which we are working more than a year, Virtually 2 years. Having a small team with bunch of ideas and passion for video games is might be the right thing you ask for as a developer. We took a big challenge by creating something different in Space Sho...
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Designing a high-level render-pipeline Part 3: A visual interface


Last entry: http://www.gamedev.net/blog/1930/entry-2262314-designing-a-high-level-render-pipeline-part-2-views-passes/  To start of, let me tell you that I was basically finished with the 2d-rendering after what I presented to you in the last article was done. So just for some amusement, I'll have to tell you right away that everything I did aft...
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Looking for Feedback - Kickstarter Page Preview


http://precursorsdawn.com/images/Teaser_Frame_small.png GameDev.net's community was an amazing help during my first Kickstarter, therefore I am hoping we have even better results this time around by getting the community involved before the launch. Kickstarter Preview Page  Any feedback you have would be wonderful and very help. You can leave c...
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EntityManager - small nifty manager


While irrLicht got its own data serialization, I will use my own entity manager for that. It is super simple and very straightforward. For my game I want everything to be data driven, especially entity setup, loading and saving game. To store the data I will use plain xml and tinyXml to manipulate it. The idea behind it is simple, you have a hierarch...
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Compilers articles


It's me, bugging around again. I finally got back to work on my compilers-related series, while it is focused on people untouched by automatons, VMs and compilers in general (or more likely the ones that are using it, while not knowing what goes inside), I tried to keep code-base quite small (and still manageable and readable by average viewer)....
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Aimless Times


*Sigh...* What on Earth am I doing? In the past week I have created six game frameworks. I wouldn't call most of them games, but each is at least the beginning of a game. I'll go through them here: 6DOF Space Mining Fully newtonian flight model Asteroids to mine Physics based firing system Raycast based firing system Javelin Throwi...
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96Mill Testers Wanted


Greetings All,  Interested in alpha/beta testing our upcoming game 96Mill?  We have several slots open, just message me with your email address.  And I'll send along a beta key.  (email address is used for key recovery and communications relating to the game or platform)
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My Intent


Hello! I have been reading these journals on and off for years now and I have finaly decided it is time to make one myself! I need to enforce some structure on my game dev dabbling and for many years now I have just drifted from small project to small project, never finishing anything and never really even setting out a goal. The hope is if...
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Journal #2: Momentum


No, I didn't do any physics code this weekend. I didn't have much free time this week, but at this stage it's important to recognize what I could get done to keep the momentum up.  I continued to work on my debug console. I was able to add the mechanism for actually registering console commands in other parts of my code, parsing the inputs into the...
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Fix: Task Switching, Timing


I've manage to stabilize the state machine more. While out of focus, the application will not go into a "Halt" state until it regains focus and resumes from a "HaltResume" state. When the application resumes from a "Halt" state, or just before actually, the current time is recorded. This eliminates continued processing while in the background and time jum...
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Adventures in Robust Coding


 So I am very please because, fingers crossed, after working on this one function for more than two months I think I've finally got it. The goal was the create a function that would draw a path of white arrows, refer to the pictures for visuals, between any two points selected by either a user or at random on the surface of a dynamically...
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Back to the Platformer (again)


Well, it's official, I'm bored with the spaceship game already. Went too simple and found it dull to develop, let alone play, so am back with the 3D platform game.    It's the game I always wanted to write anyway and the existing code is bearable although needs a bit of a tidy in a few places now. Was good to dust it off.  Not all back to...
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Every Ending Needs a Beginning - Vidar Dev Blog (9/22/2016)


Hi friends! I'm demoing Vidar at the Austin Games Conference. I talked about it a fair amount on the blog last week, no need to rehash. However, rather than tempt fate, I'm avoiding pushing a patch this week for fear of breaking something. I mean, I'm sure there's plenty that's broken. I just don't want to screw up the demo pre-Austin. That bein...
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Journal Entry #1: A Slow Start


Hello, My name is Tyler and I am an Indie game developer. I recently started working on a game that I plan on finishing and releasing commercially. I want to create something original (easier said than done) and that has substance. I don't have enough money to hire a modeler or programmer so over the past few years I have devoted a significant amount...
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Devblog #1


http://i.imgur.com/f2iGatp.png   About us   Our indie studio - Gard Interactive - includes only two members: programmer and artist. The passion to games is one of the things that make us best friends since childhood.   About game   The short description of game sounds like “turn-based strategy about agriculture” as y...
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Temple of the Abyssal Winds v4.10


Temple of the Abyssal Winds v4.10 now available, with support added for iPhone! https://www.youtube.com/watch?v=7U-mNJy-sW4 In addition to the work to support the iPhone, this release also includes major UI upgrades, and a number of bugfixes. Temple of the Abyssal Winds is a classic-style single player RPG for Windows and iOS. You can download...
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Video and a GiF


Last time someone asked for video/screenshots, so decided to try some image recording and uploading to youtube. Hadn't done the youtube thing before, but was fairly straightforward. Time to see if GameDev embeds video or not: https://youtu.be/EFnwbIVEqeM Also, here's a gif:  I've done gifs before, I don't think this game shows quite as well a...


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