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Developer Journals


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Suit Suit Go is out now for iOS and Android!


Just realized now I didn't even talk about this game here before. Suit Suit go is a puzzle/card game where you upgrade cards by making sequences. It was developed with Unity. It's free and our first game to be ad-supported. Please give it a try! iOS: https://itunes.apple.com/us/app/suit-suit-go/id1011220863?l=pt&ls=1&mt=8 Android: https://play...
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On Embedding General-Purpose Scripting Languages


I spend a lot of time thinking about programming languages. Most often it's from the perspective of a consumer, i.e. a programmer using Language X. Sometimes it's from the viewpoint of someone who wants to explore Language Y, either for fun or for practical usage. Occasionally I see languages from the vantage of a language creator. Recently, I've sunk a...
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Give me my sword, so i might smite thee!


Hi everyone, The game is now advancing at quite some pace as i find all sorts of things here and there to add, all of which are requirements for gameplay. The main one of these this week has been weapon equip facilities. The concept of carrying weapons and using them is fundamental to most role playing games. In The Seven Spells Of Destruction, you can...
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Brutal Soul-Crashing Dream-Destroyer Feedback required.


Ok, I finally managed to put together a 6 level early build of The Most Poser Heroes. https://lh3.googleusercontent.com/-eolMx_jjUD8/Vbuo1BH2hRI/AAAAAAAAAJc/NBdhrcyJRcg/s599-Ic42/CHA245kWwAA22hB.png Please, I need brutally honest feedback. Yeah, the one that destroys your soul and dreams. Here is an old trailer, and here are gifs and screenshots....
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Playing with OpenGL


I've done a lot of experiments in the last months. Tried a couple of prototypes for a 2d rpg in sfml, sketched some game design ideas, studied a bit of directx11 in opposition to my old love, opengl. Tried to learn something more in the shaders universe. Or just to understand a bit of them. I did not put anything of this in the journal, don't like to an...
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KREEP, quantum testing.


Hi! A small update now, but planning to do a big one by the end of the week. This is just a warm-up for the new player character graphics http://public.gamedev5.net//public/style_emoticons/default/wink.png . As I have mentioned last time, we made a test play with my friends, but hastily I implemented teleporting before it http://public.gamedev5.net//pub...
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Smart enemies and AI


Hi everyone, I have had some spare time to spend on getting the AI working in my game for enemies. Moving on from simple Chickens, which don't do anything much except walk around waiting to be killed, I have now moved on to getting smarter and meaner creatures to stalk you through the map and make the player's life more akward. I started out by obtainin...
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Visual Studio template for cross-platform OpenGL development


<p>Today the Visual Studio team shipped a project template for <a href="https://visualstudiogallery.msdn.microsoft.com/61b15204-e6ae-4f9a-a59a-b3d916e1bb3f ">cross-platform graphics development</a>.&nbsp; This uses the Visual Studio shared project mechanism to target the Windows Universal Platform, Android, and iOS, w...
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The Week of Awesome III: A Prenatal


So, the competition draws nigh, less than two weeks hence! As suggested in the discussion thread, here are my thoughts, plans and feelings ahead of it... Preparations: Given that we're not to start coding until the official start of the competition, that the theme is being released only on the same day, and that I'm using a set of tools that I'm already...
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Extra Credits - an online weekly video series about game design


Extra Credits - an online weekly video series about game design http://extra-credits.net/shows/extra-credits/
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Adventurous Adventure


I'm currently attending yet another C64 game creation competition: Forum64.de's Adventure Competition 2015. I always wondered how the guys/gals at Lucasfilm Games managed to cram Maniac Mansion and Zak McKracken onto a few small disks. So this competition was the perfect opportunity to test drive my ideas. How they did it Fortunately today the intern...
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Wavefront OBJ imports


Just a quick post to say that, as I'm completely fed up with trying to make a model of a hand myself, I've finally gotten around to adding an OBJ importer to Charm so I can chop bits off a MakeHuman model instead http://public.gamedev5.net//public/style_emoticons/default/smile.png I used this excellent OBJ parsing library to do the actual file read...
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Shadow Mapping Part 3 CSMs


Finally after a week late, here is the post about CSMs (Cascaded Shadow Maps). Motivations It's obvious that the further objects get from the camera (the more the depth of objects), the less is their noticeable level of the details. Same applies to shadows, meaning the enough details of shadows needed to make the shadows look realistic, differs relati...
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The Infocom Project: Trinity


Time to dip my toes back into the Infocom river. You can read the introduction to my attempt to play all of the Infocom games here: http://www.gamedev.net/blog/717/entry-2259971-the-infocom-project/ http://uploads.gamedev5.net/gallery/album_495/gallery_98001_495_274870.jpg This time I played Trinity, a game held up by many Infocom aficionados as the be...
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From: Sol-Ark [WiP] New devlog (23/07/2015 CheckPoint)


Source: Sol-Ark [WiP] New devlog (23/07/2015 CheckPoint)
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Starting EckTech Games and Wrapping up my Floating Combat Text Asset


Personal Update: During the early part of the week, I focused on preparing for my interview. I felt like I did really well, but they decided to go with the other candidate. Since I told them I was prepared to follow my dreams to become a game developer on my own, and they weren't sure how long they were going to stay focused on game development, I think...
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Advances in LPV, Volumetric Lighting and a new Engine Architecture


Welcome once again, and thanks for clickin on my journal! http://public.gamedev5.net//public/style_emoticons/default/happy.png When we think of light propagation volumes we think of awesomeness with a ton of light bleeding, right? Well I do, so I've been trying to limit the amount of light bleeding and I find the current result acceptable without bein...
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SnailLife messaging system


"What's SnailLife", you say? Well I'm glad you asked! My snail simulation has gone through a couple of names...and even though I was never 100% happy with Gastropoda it was the best I could come up with - a name that was unique and didn't allow the project to sound too "gamey" (because it's not a game). All of the cooler names I could come up with weren't...
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Game Engine Update - Bloom Post Process


Finally today I've added bloom - I know not every object has bloom in the real world. It bugs when when I'm playing a game and I see a shirt giving off bloom effect. Originally I was rendering normal scene and bloom scene to different render targets. Then I was applied the blur to bloom texture using a UI Bitmap Element. I figured it out it wasn't workin...
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Why I'm making a game for the SEGA Saturn


I have been working on creating an SDK for the SEGA Saturn on and off for the past year. I want to write something down about why I'm doing it and the game I'll be making. The SEGA Saturn holds a very special place in my mind. It's got this very unique architecture which is both ahead of its time and stuck in the generation before it. There are the tw...
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Failures in GI-land


Hello all! It's been quite a while. So I've been working on life/jobs/family/etc the past couple months. A couple weeks ago, however, I decided to implement a type of arbitrary BRDF sampling based on factoring large matrices, found here: http://gfx.cs.princeton.edu/proj/brdf/brdf.pdf The idea is to convert the BRDF into a series of matrix representatio...
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Introduction to the Game


Hello everyone! Been working on this game idea for a bit and would like to get some community feedback about it. Features: - Interactive NPCs, each with their own personal story and background - Eventually using AI engine to guide their actions a little more specifically - Futuristic Technology - Set a couple of hundred years into the future, dat...
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From YAML to renderer in 50ms


The idea of these couple entries will be to describe how I load my renderer's pipeline from a YAML file. In this particular entry I'll be describing the renderer architecture as it is right now. From YAML to renderer in 50ms Part 1 Hi! I'm going to take a different approach with this series. I'm going to upload a PDF with the entry, or I ri...


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