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enigma_dev
May 08, 2022 02:25 PM
DevBlog 26 - Finishing The Game!




It's over, I've finally completed my from scratch game project!

The final stretch has been far from glorious.

Rather than making features, it has been nonstop bug fixing.

To reach feature complete, I started just writing down non critical bugs rather than fixing them.

But after feature complete, I star…

19,274 views
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enigma_dev
February 06, 2022 03:33 PM
DevBlog 15 - Binary Camera Collision

How to stop a camera from clipping into models; without using raycasts (because my engine doesn't have easy an easy generic ray cast system).

My firsts idea was to just slap a collision shape around a camera, but this has some issues.

By surrounding the camera with an OBB (oriented bounding box), we …

9,752 views
enigma_dev
January 23, 2022 10:15 PM
DevBlog 14 - AI Collision Avoidance Spheres




An algorithm created to make AI not fly into things (it's not boids).

The high level idea is to create avoidance spheres.

When an ai agent enters a sphere, it avoids the center.

The deeper the agent goes, the more avoidance it has applied to it.

The avoidance removes a portion of its desired direction …

5,364 views

I advise trying some benchmarks as well, even if you can face some extra issues to solve, cause I can't imagine another way out here - it's impossible to apply any of the A/B tests, unfortunately. 
Just think over what you are going to test and try it  (some piece of it at least). In case …

4,947 views
Shinmera
March 06, 2021 02:21 PM
Going Underground - March Kandria Update

I can't believe it's been two months already since the year started. Time moves extremely quickly these days. Anyway, we have some solid progress to show, and some important announcements to make this month, so strap in!

Overall progress

Last month was a big update with a lot of new content, particul…

8,797 views

@Alberth Thanks! I'll consider changing it up a bit. This is somewhat of a bullet hell so it does get difficult quick and relies on the player maintaining health throughout the stage, and bosses are the main attraction.

Maybe I'll make the enemies harder :>

5,125 views
Shinmera
February 08, 2021 03:41 PM
Setting Up Camp - February Kandria Update


I hope you've all started well into the new year! We're well into production now, with the vertical slice slowly taking shape. Much of the work in January has been on concept and background work, which is now done, so we are moving forward on the implementation of the new features, assets, and writ…

6,851 views
Shinmera
November 07, 2020 02:12 PM
Closing in on Production - November Kandria Update


October somehow flew by really quickly for me. It's already November, and we're nearing the end of the year, too. Just thinking about that is making me reminiscent, but I'll have to hold off on doing my yearly wrap-up for another two months! Who knows, a lot more can still happen in that time. Last…

5,840 views
Shinmera
October 10, 2020 08:59 AM
Expanding Outwards - October Kandria Update


A new month, a new Kandria update! First of all, a new prototype version is now up for download. As always, you can get it here. A short list of major improvements:

  • Audio! There's now music and sound effects. It'll be placeholder stuff for a while, but at least the game won't be silent any longer.
  • A …
5,604 views
Shinmera
August 01, 2020 12:11 PM
Moving On - August Kandria Update

This month marks the release of the Kandria 0.0.2 demo! It also marks a change in focus, but I'll talk about all of that in a second. First, if you want to give the demo a try, you can get a copy here: https://kandria.com/prototype

Now, last month I talked at length about the engine changes and brie…

3,892 views
Shinmera
April 11, 2020 03:01 PM
The Beginnings of Combat - April Kandria Update

It's April! … already. Man alive, March shaped up to be quite the month, didn't it. For reasons you can probably already guess at, not too much progress was made this month, but after the splash of excitement that was last month, I don't feel too bad about that. Well, actually I do, but I'll try my…

4,261 views
Shinmera
March 01, 2020 12:00 PM
March Status Update

Another month has flown by, and this one has turned out to be much more exciting than I ever anticipated! Primarily this is due to me making a surprise decision to try and apply for a grant to help get this project funded. This prompted a lot of changes, which I'll talk about today.

If you're new to…

4,100 views
Shinmera
February 04, 2020 09:52 PM
February Status Update

I think it's time for another quick update on the game! There isn't all that much to go through, as I've been rather occupied with other matters, such as university exams. Besides that I've also been struggling with figuring out the core story, setting, and direction I want the game to go in.

In any…

3,780 views
Shinmera
December 11, 2019 05:13 PM
December Status Update

It has been a while since I last wrote an update. It's also now been a year since I first started to work on it! I think it's about high time I talked about what's been happening, and what I plan to happen in the near future, too.

Since my last update I have not had a lot of time to work o…

3,579 views
Hodgman
November 22, 2019 04:00 PM
Live on Kickstarter!
es 

For the last 10 years we’ve been quietly building 22 Racing Series, with the aim of not only creating the world’s first Real Time Strategy Racing game, but also the world’s first racing-optimised games engine capable of handling extreme speeds and track designs previously not feasible, AND …

5,754 views
JeremyAlessi
November 21, 2019 04:38 PM
PixelCast 12, Hanging at November's PixelFest Devs Meetup

In episode 12, Jeremy chats with Nathan Jester and Derek Hampton at Brown Chicken Brown Cow in downtown Hampton.  Nathan and Derek are local indie developers and long-time PixelFest participants. Nathan recently built a shoe-box arcade controller amongst a variety of gaming projects. Meanwhile…

3,961 views
JeremyAlessi
November 21, 2019 04:38 PM
PixelCast 12, Hanging at November's PixelFest Devs Meetup

In episode 12, Jeremy chats with Nathan Jester and Derek Hampton at Brown Chicken Brown Cow in downtown Hampton.  Nathan and Derek are local indie developers and long-time PixelFest participants. Nathan recently built a shoe-box arcade controller amongst a variety of gaming projects. Meanwhile, …

3,000 views
9 minutes ago, Green_Baron said:

If i am not mistaken gl_FragColor is fixed function pipeline functionality

Well, since it's in GL Shading Language, it's definitely not a fixed function pipeline stuff

But it's from the ages when there were only two shader stages.

5,145 views

So I asked the creative director of the dev studio and this is his reply. I hope it can help you guys. I'll figure out my own way.

Quote

Hello 
Indeed Iknow what you're talking about 
I hacked a displacement shader, using a very hight displacement value and noisy height/colormap.…

4,203 views
ProjectTaival
October 28, 2019 03:55 PM
Dev Diary #043 - The Search For Terrain Scalability

Hello and welcome to this weeks Dev Diary!

Today I have a short update for several findings on how developers and landscape artists can approach terrain creation. As many of you know, procedural terrain creation has been the thing for a while now and it's no surprise to find several tutorial…

3,082 views

Thanks for your informative answer!

I found another nice presentation from SIGGRAPH 2019:

Practical dynamic lighting for large-scale game environments

 

5,522 views
cpfr
October 01, 2019 08:26 PM
The Fire of Ardor - A Puzzle and an End Boss
What do we do inside a dungeon?

Hi everybody. Again, it's been a long time, but now the summer is finally over and I can show you some updates to the game.

After completing the collision-handling code overhaul and while filling the lower dungeon section with life, I literally wondered wh…

4,419 views
Choo Wagga Choo Choo
September 01, 2019 12:27 PM
Doom Game Challenge : þoom

I see the playing field populating and players taking their turns...  

Special thanks for this particular challenge opportunity. Full disclosure, I've actually never played Doom. Which made this first week a research exercise. Sorry JohnC and crew, but wow...I'm put back in anticipation of w…

6,210 views
ProjectTaival
August 26, 2019 02:32 PM
Dev Diary #034 - Blender For Brains

Hello and welcome to this weeks Dev Diary!

It has been a sincerely exhausting week, as learning the ropes with Blender has been all but convenient. And here is why;

  Yet Some More Simple Lessons

I started of with some beginner tutorials for how to make landscapes from heightmaps…

2,621 views
ongamex92
August 25, 2019 09:31 PM
Game engine devlog new video

Hi all,
here is a new video about the engine and the game that I work on in my free time after work.
This time I hope nothing happens to the frame rate of the video...

 

3,738 views
Shinmera
August 20, 2019 10:37 AM
Two Monts Later - The End of Daily Gamedev

It's been two months now since I started to do daily game development streams. I've been trying my best, but it is time for this to come to a close. In this article I'll talk about the various things that happened, why I'm stopping, and the future of the Leaf game. Strap in!

It's actually been …

4,196 views
ProjectTaival
August 19, 2019 11:58 AM
Dev Diary #033 - When Mistakes Cost You Time

Hello and welcome to this weeks Dev Diary!

Today I'll explain some of my last weeks ups and downs and explain the importance of setting up your tools properly for your work style, before doing major changes to your graphical works.

 

The Mistake

On an earlier dev diary, I mention…

2,965 views
Anyone here interested in using some 3D modled Fighter Planes?

Im trying to put together a game using some 3D models I made in Tinkercad (And blender in the near future) and im wondering if there is anyone out there who might be interested in helping with some of the other work. Like the programming and other art. Here are a couple of my planes

 

  …

2,654 views
Is it worth continue this game?

It is always worth to finish a project because you take learnings for future projects from it. If it seems to consume too much time to develop all the features you have planned, reduce the feature list instead of quitting entirely

4,839 views

Recently I was asked to make custom clothing for some big name gta 5 roleplay streamers on twitch. I am an advanced 3d modeler and have been using 3ds max for 8 years now. I'm looking for some potential partners who can take what I make in 3ds max and import into Zmodeler3 and help implement into…

3,080 views

I wanted to mess around with controller inputs, and since the manufacturer didn't provide a linux driver I just built my own

 

3,078 views

I know from someone at a AAA studio that you'll need some kernel functions (userspace) to aquire HID on Linux but he dosen't mentioned anything from root-privileges. I'm not at the point where we are working on the Linux port so I'm a bit out of experience here but there is a reference Lib on Gi…

5,244 views

I'm wondering if anybody has seen a glitch like the one below (the shadow strip that appears in front of the cube). I have been trying to fix it for some time but the cause eludes me. I'm using a PCSS implementation in my fragment shader and Parallax Occlusion Mapping to add some realism to the …

2,643 views

Trying to redirect back to the topic...

On 5/6/2019 at 8:34 PM, TheRealSmolt said:

In Unity, the engine and the game are the same program, with the game window inside and in a different project. I don't know how to achieve this.

You can start where they did, which is w…

15,247 views
On 4/15/2019 at 10:11 AM, tbeaugelin said:

Also, new question, since Air Resistance is tied to Speed² (Fdrag =  0.5 * Cd * A * rho * v2 ), is it normal that I get crazy high values ? Speed is supposed to be in m.s-1 right ?

Speed should be in m/s. Also yes it can go high. …

5,951 views

Introduction

Project: Infinity is a fan-made Halo project, focusing on bringing a unique Halo experience to PC. Unlike other Halo fan projects, we aim to offer a complete experience - featuring both a single player Campaign and full multiplayer. We plan to include everything that players exp…

2,311 views

I usually distinguish between continuous collision detection (CCD) and continuous physics (CP). CCD is about computing the first time of impact (TOI) between two moving objects. A common approach for this is called conservative advancement (CA) which was initially introduced in the PhD by Brian …

4,143 views

The first song, "Saxy Lady", the lack of a pad makes the song sound too bare. There are awkward spaces where there are just the drums, something that a synth pad could fix.

Using a realistic instrument, the strings, and using the same velocity creates a lot of unrealism. I recommend recordin…

2,458 views
Feod
February 08, 2019 04:42 PM
[BETA] Spell Slingers - Battle Cards

Thank you, I will be sending new access links next week after next update is live. We did some changes to the early flow of the game.

3,421 views

OK so I am making a game and am using a thing called Novelty. I'm trying to create codes you can find when you get to different endings of the game. The problem is I can't lock the user input so it will ONLY give the variable number of points if you enter the correct code. Also it uses ANGELSCRIP…

3,142 views
Entex
December 11, 2018 02:54 PM

Thank you all for very helpful tips. In the past I've been making games "without a game engine". Even multiplayer once with custom protocols and fancy stuff. Now when i look back at it I did lot of things wrong, but I think I've learned from them.. Still a long way to go.

You'll are saying s…

2,814 views
Mitja Prelovsek
November 23, 2018 12:29 PM

Do you want to combine Unreal Engine's content with other content in Lightact media server? Sit back and watch this 4 min tutorial to learn how:


Alpha Blending Unreal Engine 4 with Lightact

 

3,250 views
Vik Bogdanov
March 22, 2018 02:16 PM
DMarket Releases Product Version 2.0 Beta

DMarket, the world’s first and only working marketplace on blockchain for in-game items trading, today announced the release of its product version 2.0 Beta.

One of the key features of v2.0 is Steam integration. It allows users to trade and exchange Steam-stored in-game items on DMarket, pro…

3,851 views
khawk
July 21, 2017 03:03 PM
Game Engine Programming: Animation Control

Jonathan Blow, designer for Braid and The Witness, has been live streaming his latest game engine development and posting the streams to Youtube. The latest streams cover the implementation of an improved animation system and animation control methods.

Click here to view the full series or w…

3,667 views
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