Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Developer Journals


Featured Photo

Auto Save for Unity


This article was originally posted on Random Bits . Check it out for more Unity related content. What can you do when a team member suffers a recurring Unity editor crash, losing all level design work ? My answer was to write a small and helpful editor extension - auto save! (and then blog about it). TL;DR This post describes a simple solution for im...
Featured Photo

Adding Biomes and Rivers


This week I have been working on adding more natural features- rivers and biomes (or at least the start of it). As part of making the world more varied and less same-y, I decided it's a good time to add bodies of water! I thought about oceans but I wasn't sure yet on how to modify the height on a large scale. I want to support negative height values for u...
Featured Photo

Useful debugging tools and features


Bug finding is one of the more frustrating tasks when coding a game. Just yesterday I hopefully hunted down a very frustrating bug, thought I hoped this already 3 times before. Sometimes bugs are really nasty, coming up only after several minutes of active gameplay and once you see the result, you can't find a trace for the reason. Over the years I've add...
Photo

Beginning on terrain rendering


Terrains are awesome, so therefore I'm trying to mess around with them. I didnt really need to change anything in my engine because I really dont see any reason to seperate a mesh from a terrain like many engines do. So using World machine to generate a small section of a terrain, I imported the mesh file and heightmap to generate and displace the terrai...
Photo

CulDeVu vs Photon Mapping


Heyy all! Sorry for not posting for a couple weeks, but it's the beginning of the semester again, and somebody's got to represent the freshman class at parties http://public.gamedev5.net//public/style_emoticons/default/cool.png So the graphics professor at school here was talking to me and he was like "you know what would be a cool idea?" Turns out, it...
Photo

Entity Component System: Messaging with CRTP


So after a long while fighting with templates I have finally got a decent implementation of the ECS. I now have Systems, Components and Component Pools. There is a Component Pool for each component and that holds every single component of that type. Each System keeps track of each of the entities that is registered for it and then on update the system l...
Photo

Realm Crawler Design Summary


This is a quick explanation of the basics of the game. There's more to be said and explained, but rather than dumping the whole design here right away, I'm going to reveal it as I implement and play-test the game; this way, if I find that something doesn't work, I can tweak it and make it work, then talk about it. In other words, the progress updates will...
Photo

Screenshot Saturday 209


Hello, We're working on Red Goddess, now the art process is almost finished, currently we're working on gameplay, http://redgoddessgame.com/wp-content/uploads/2015/01/crystalcavebig-1024x534.png Please take a look this #screenshotsaturday is the Crystal Cave , it shows Rage Character and the enemies runes (we don't want to spoil, so please wait to pl...
Photo

Loading voxel models into the game


I didn't get as much time as I wanted to work on my game this week. Spent too much time with Skyrim (coming very late to the game, but nonetheless). Still there are some new updates to show. First I have re-opened my Twitter account for game dev related stuff, so follow me there. Also, I am now able to load models created with the MagicaVoxel editor , wh...
Photo

Screenshot Saturday 209


This week was crazy productive. I finished last week's level, finished another level, which looks like this: http://et1337.com/assets/9xCowOAl.jpg ...which also included some story-related writing and scripting, and actually started working on NEXT week's level, which looks like this: http://et1337.com/assets/mPXRXevl.jpg I seem to be on a purple s...
Photo

Roguelike - mouse control and side project


ROGUELIKE - INTERFACE CHANGE Small update for the roguelike project, well sorta. Im changing all the controls to a mouse based design and ditching the conventional keyboard shortcuts. Inventory and equipment management is far simpler now.. even though the nostalgia is gone :/ Movement is slightly clunky feeling though. I'm suspecting a possible bug in t...
Photo

My Code for Doing Two Things That Sooner or Later You Will Want to do with Bezier Curves


I just added full cubic bezier curve support to the vector tessellation creation tool I am developing (see here ). I’ll include some video at a later date (Update: here ) showing this feature in action but first I want to document and make publicly available some of the code involved: namely, a bezier class in C# that supports two functions that are not t...
Photo

It goes ahead slowly


Finally i have implemented edge and chain shape one-way collision support and it works great. Of course the performance was really bad after i used it in my actual game test level which does contains a lot of line segments, but i found a solution for that. I use two additional uniform grids to sort in the fixtures + proxy-index and use the exact same appr...
Photo

Staying Grounded


We all know how important staying grounded is in life, and it is as important for a character controller, especially in an environment with sloping floors. The problem with constantly applying gravity to a character when using an algorithm like GJK is that when you get back a separation vector from a sloped face, the vector will push you out in the di...
Photo

Greenlight!


Hello! Great news! Medieval Story has been greenlit! Since I don’t update this journal as often as I should there might be readers wondering what Medieval Story is about. Well, here’s a short summary… Medieval Story is a single player game which features action, puzzle and RPG elements. It is played from an isometric view point which can be zoomed in...
Photo

Nothing is a beginning


I find my self sat here after years of learning and months of struggling on and off to work towards a lifelong dream. I feel both mentally battered and somewhat awakened at the same time to a world of infinite possibilities. Coming from an artistic background of 2D and 3D design, this has been no mean feat for me to grasp how a computer deals with informa...
Photo

Beautiful code


Beautiful code [ i'm still working on this concept, so this is a very rough draft... ] writing beautiful code. sometimes you code, and it seems as straightforward as: "all nearby units - protect/serve - wilshire and santa monica". (high fives all around - but no touching! <g>). and sometimes you code, and its like "well, i know i'll need t...
Photo

SIMSpace 8.0 dev journal entry #1


SIMSpace 8.0 dev journal entry #1 SIMSpace 8.0 dev journal entry #1 figuring out the basics. this will be the 8th major version of the game that got me into game development. In the past the game was a top 10 download on AOL, with over 10,000 downloads the first week - and this was BEFORE the internet existed! Its sold as many 250+ units per month,...
Photo

AI in Caveman


Caveman ai: ai in caveman has been through three major versions. the first version was just quick and dirty code to get things going. like all code of this type, it quickly grew and evolved into an ugly mess. the second version of the ai was a more traditional setstate/runstate type affair. setstate selected one of about 14 or so AI states for an entit...
Photo

Update 004 - Animation ... and some News


The Alpha 004 update is up at http://bluestar03.com/Chronicle/Alpha as well on the Windows Phone Store. Unfortunately, it was taken down from the Windows 8 Store because it isn't feature complete. Bummer. Additionally, this update has been up for a while, but my day job got in the way of doing anything for a while. Sooo.... first the animation, then the...
Photo

Rover and menu


Hi, The papercraft Moon rover is finished Concerning my game, I do not have a lot of things to show but I have a working menu A lot of things are done but they are behind the scene. It is not visible here but in the screenshot, you have: - SDL2 window, - OpenGL4 context and view - "game" loop - menu data from a configuration file - working keyboard...
Photo

New speed calculation system


As you can see on the picture, the most visible change is a way to make the log lines colored. You can choose from gray, white, red, yellow, and green right now. All you need to do is print "1}line" to get it red, but I am going to change it to "r}line" to make it easier to remember. The title says I did a new speed calculation system, so I better go into...
Photo

Adding a skybox, collision detection and software cursor


Hi everyone! I've found some time today to make further progress on Firework Factory, adding three things as mentioned in the title: Added AABB collision detection of boxes and particles, so that the game mechanics now function entirely correctly for crates Added a skybox, to make the game world seem less dull Added a software cursor http://www.youtube...


user(s) active in the Journals

2 members, 35 guests, 1 anonymous users


nerdboy64, riuthamus

PARTNERS