1. Past hour
2. ## Feedback for games idea

Back in 2004 when I got tired of writing the same types of games over and over again, I made a crude application with colored lines on a black background for fast prototyping to explore the options of game mechanics quicker. I learned how to write physics simulation in a more reusable way by not getting stuck with game specific limitations. Eventually became a physics sandbox where challenges could be created. People liked playing around with it more than my actual games, so I decided to do a remake with 3D graphics that people liked even more. It wouldn't hurt to put some extra effort in making rapid development tools available to players and modders.
3. ## 40 seconds to compile a .cpp file - is it totally normal?

This is how unity builds work, and they are awesome (in fact you can have lots of .cpp files, you just include them all from one (or a few) .cpp file which is passed to the compiler, the effect is the same). It can still be a good idea to use a few different modules with unity builds though, so you get most of the benefits from both approaches. Even with unity builds, even though the headers may only be included once, they can still take a while, if you are impatient like myself, so having wrappers can still be a good thing for thirdparty stuff. As a project gets bigger, the link time can get more of an issue, my current preference is to have a bunch of modules and dynamically link them for fast iteration, and statically link for final release. That way if you touch a file in 1 module out of 10, it only needs to link 1/10 of the codebase. I suspect it may be even less than that in terms of linking time (link time might not scale linearly with size of project). As an example I recently experimented making unity builds of Godot, which decreases the full build time: https://github.com/lawnjelly/godot_SCU Unfortunately for everyday developer iteration the link time is more of a rate limiting step because it is all built as one executable. i.e. you touch a file, and it can compile super fast, but still takes 30 seconds linking. With dynamic linking this could be reduced to e.g. a couple of seconds. Your implementation looks quite nice, although really all I was trying to show was an example of wrapping an external library, rather than selection between libraries, perhaps I shouldn't have used windows.h as an example(!). Having the macro in the header file is to ensure that calling the third party library is in the same translation unit. Compilers used to be rubbish at inlining anything that wasn't in a header files, but with link time optimization that is less of an issue now. I still prefer it out of habit (plus link time optimization is SLOOWWW ).
4. Today
5. ## 40 seconds to compile a .cpp file - is it totally normal?

I would actually recommend going the other direction and making just a single .cpp files and putting everything else in headers. The time required to fully compile a program is roughly proportional to (number of compilation modules)×(number of lines of code per compilation module), where a "compilation module" is a .cpp file plus all of the headers it includes. There are two possible strategies for reducing compile times: reducing the number of compilation modules and reducing the size of the compilation modules. There's a lot you can do to reduce the number of lines of code per compilation module, but it's ultimately a losing battle. Just including a few headers from the standard library is going to add hundreds of thousands of lines to each compilation module. Any template you use is going to be replicated across every compilation module that uses it. On the other hand, reducing the number of compilation modules is easy, straightforward, and effective. If there's just one compilation module, then every header file that your project uses is only going to be included once, and every template is going to be instantiated just once. Just don't try to mix and match these two approaches. When trying to minimize an A×B problem, it is most effective to get either A or B as low as it can possibly go, and more or less ignore the other one. If you have just two compilation modules instead of just one, you're going have compile times about twice as long as if you went all the way.
6. ## 40 seconds to compile a .cpp file - is it totally normal?

Putting windows.h in the precompiled header also helps
7. ## Unity Immediate and the Art of Automating Playtests

at all its quite a simple concept but a great idea. i might try to create automated playtests that runs ony my jenkins, automated after each git push 😮
8. ## Biletaral Downsampler

That makes sense to reduce halos. Thank you for the explanation. I see that you’re use linear depth distance as the weight. I wonder, have you considered using some other weighting function? I'm experimenting right now using the previously calculated coc difference as the weight. Results seems to be okay so far and I can save some instructions by not having to linearize the depth. Thank you Jànos. I really like your posts about the work you’re doing on Wicked.
9. ## Bare bones AAA team

Awesome, 18 years is a few years long time for a kid2 seconds for an older person. Ignore the gray in my hair.
10. ## 40 seconds to compile a .cpp file - is it totally normal?

Finally if you still feel to suffer in compile time, you can modularize your project into standalone modules. Log-System for example is a good candidate to be excluded from the main project. Separate them into own static library projects and then just use their public interface and have the linker doing the rest of the work. Static libraries don't produce additional overhead because they are statically linked together with the rest of your code and Visual Studio is well in deciding what you really used so it dose link only the code used in your final assembly. This has the advantage if you turned incremental builds on, that you only recompile the projects with changes and keep anything else from the previous compiler run. So if you work on your game for example, only your game gets recompiled while the Log Module remains the same and safes compile time for that code. I expect the linker to be faster than the compiler because it dosen't has to struggle with macros, templates and so on
11. ## Bare bones AAA team

Here's one I came up with a few years back. Okay, so 18 years ago.

16. ## DOOM: Placeholders

Currently, the only "playable" level is still full of placeholders - I'm still hoping for having the game finished on 18th, but we will see. In worst case - there might be some place holders left (while the game would still be playable). In the meanwhile I have added: Full physics (based on Bullet), not just character controllers, but even rigid bodies are technically supported (I'm still not sure whether I will do anything with them) Ability to control behavior of entities (doors, elevators and such are possible - but I don't think I will have enough time to make art for those, so we might be limited here) Improved the speed of dynamic BVH building by about factor of 10+ (by simply going through my code and removing dumb things) Get rid of most of the limitations (like total texture size was originally limited to just 8192x8192 texels, technically this is much higher now) Finished some sort of player movement I'm kind of satisfied with I'm realistic, the competition ends in about 2 days (and as most of us - I still have to be at work during those). I personally will be glad if I manage to make the scope I wanted for proof of concept demo - that includes: Simple menu (New Game/Exit) Single level Single type of enemy Single weapon Player can die in the game and player can win the game Some sort of Doom-ish UI Some advanced ray tracing effect or two I know this isn't much (and is most likely barely covering the scope for the challenge). In the meanwhile - behold - the placeholders (and no that 0.44 GRay/s is not joking - I'm currently limited by performance of actually displaying the buffer, not ray tracing nor BVH updates at all)!
17. ## AltarisNine

My project started in 2014 but recently ended due to no funds. AltarisNine was a Minecraft project based on RPG. The concept was nine islands that you explore at a time to follow an in depth lore based on our own production team. This is where the 'Nine' comes in. With skepticism of future success we hope to make this tale into chapters. Such as the first one introducing Nine islands at time. It wasn't always the same though, my world did evolve over time and now I have a better idea of what it is better than ever. In the first island, Main Isle, is themed around jungles and wilderness. There's lore that stretches throughout the chapter which will engage the player. There would also be kinds of characters you can be such as any other RPG which could be talked about (because i'm still about what I have lol) My former team was designing a world players would get into interact with in various ways. Boss battles would be minigames and the RPG lore would be engaged in and something indie platforms would enjoy and talk about beyond platforms. In the minecraft varient I was a builder, the leader, and the story director which everyone respected. I led my own team of builders and story writers. While I chose certain individuals to be the head department of development and art design. The reason I am here is to find a new team to help take this away from minecraft and hope we can be successful about it. I'll happily commute each and every person that volunteers and will be accommodated down the line with promotions, wages, and definitely praised for helping start my dream up. The first 8 pictures were of our hub, the other 9 was our factions world. The factions world doesn't retain to this project I wanted you to see how dedicated I was to making this project. I built everything in the hub myself except for the giant pagodas. The last two photos were all the ones I could find of the RPG world
18. ## plane game

You need another level of abstraction.
19. ## 40 seconds to compile a .cpp file - is it totally normal?

Thank, lawnjelly and Wyrframe. I already separated <window.h> to .cpp. My problematic cpp file does not #include <window.h> neither directly nor indirectly (I just check it), but your advises (and JoeJ's) make me realize that I really should enable "C/C++>Advanced>Show Includes" compiler log. Thanks.

thanks
21. ## plane game

Phil is the hardest working troll I've ever been around. Hall of Fame stuff. Good job.
22. ## plane game

void drawcollision_one() { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[3]); glBegin(GL_POLYGON); glTexCoord3f(0.0f + screen, 0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.0f); glTexCoord3f(0.167f + screen, 0.0f, 0.0f); glVertex3f(0.5f, 0.5f, 0.0f); glTexCoord3f(0.167f + screen, 1.0f, 0.0f); glVertex3f(-0.5f, 0.5f, 0.0f); glTexCoord3f(0.0f + screen, 1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.0f); glEnd(); glDisable(GL_TEXTURE_2D); } void timer(int val) { screen += 0.1667f; if (screen >= 1.0f) { screen = 1.0f; } glutPostRedisplay(); glutTimerFunc(500, timer, 0); } void coll_plane_one() { //draw bullet float x = 5.0f+horizontal_one; float y = 0.0f+vertical_one; float oWidth = 0.125f; float oHeight = 0.125f; //draw plane float xTwo = -5.0f+horizontal+up_two; float yTwo = 0.0f+vertical; float oTwoWidth = 1.0f; float oTwoHeight = 1.0f; if (checkCollide(x, y, oWidth, oHeight, xTwo, yTwo, oTwoWidth, oTwoHeight) == 1) { drawcollision_one(); } } I hope it is ok if I go back to my plane game that I started on last year. I am using a collision function to call a collision function but it does not call the collision function properly. when the bullet hits the enemy ship it does not display the collision function.
23. ## Need Social Media Manager + Promoter

Hi! I believe I could help out with this position. I'm very active on most social media apps/websites so frequent posting shouldn't be an issue. Interaction with the game's audience shouldn't be anything too difficult to manage! If it's not an issue, could you please share more details about the game? I'd like to know more about it before diving right in. If you have any questions or if you're interested in having me work this position please let me know! 😊
24. ## Linear interpolation of two vector arrays with different lenghts

Second take. Try this as the main loop of the dynamic programming: for (size_t last_point = 1; last_point < smoothed.size(); ++last_point) { for (unsigned last_time = 0; last_time <= resolution; ++last_time) { double error = distance(smoothed[last_point], time_interpolation(original, total_time * ((double)last_time / resolution))); double min_error_in_previous_points = 1e20; for (unsigned prev_time = 0; prev_time <= last_time; ++prev_time) { double error_in_previous_points = fit_quality[last_point - 1][prev_time]; if (error_in_previous_points < min_error_in_previous_points) { min_error_in_previous_points = error_in_previous_points; time_of_previous_point[last_point][last_time] = prev_time; } } error += min_error_in_previous_points; fit_quality[last_point][last_time] = error; } }
25. ## Bare bones AAA team

That’s why it’s hypothetical I have never come up with a good number in my spare time playing with it. I understand the pipeline of development. I know about assets, polish, the amount of time just those two take, again that’s why I say hypothetical and what would change if needed. Gta series runs around 600-700 employees at rockstar north. I also know about the costs of motion capture, the scoring for the sound track, the process times on rendering, that is real world I am trying to think of a solvable unsolvable question in an imaginary world. I am not meaning MMO here, I am referencing triple aaa type like diablo, torchlight, final fantasy, Zelda, civilization, total war, etc. although Zelda is locked by Nintendo so it’s always going to look horrible.
26. ## What are you?!?

http://trix.slovenianforum.com/
27. ## DXGI force a SetFullscreenState on D3D12 when another window gains focus on the same monitor

Well, with borderless you still want to support a configurable render resolution. You just may need an upscaling step to the full display resolution, which you'll want anyway if you do dynamic resolution and/or if you want the UI rendered at full display resolution. Either way your backbuffer doesn't need to match the window size. Swap chains in DX12 can handle certain amounts of upscaling during scanout when you're in "direct flip" mode (bypassing the compositor). There's some more info here: https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/for-best-performance--use-dxgi-flip-model
28. ## GameDev - Doom Challenge - D.O.A

Yea it's a bummer! I had some nice wall variations and flooring. I had already planned out some lighting effects throughout the level and even how the laser would look. Will you be releasing anything by October 18?
29. Yesterday
30. ## Feedback for games idea

You're certainly not the only one who tries to make informed decisions as early as possible, or to get done faster without sacraficing quality. There are several things one can do: Building Prototypes of (just) the mechanics that are questioned A/B testing Playtesting (meaning a Game Designer watches players play the game) Research (e. g. for similar games, how they performed, bad design decisions, ...) Limiting the scope (development time, budget, or game content) early on These are not exclusive (you can do several things), and some of these apply at different stages during the games development cycle.
31. ## What are you?!?

You're a functional schizophrenic?? I've been looking for someone like that, the illness dfascinates me! I'm a highly functional autist (VERY autistic, though, think Rainman with a Sherlock attitude), and I turned my 'condition' into an advantage, as well. Not the same level, but it helps me understand the atypical brain a bit better than, I think, my peers around here... Sadly, my surroundings are chronicly normal, giving me little to work with. We should talk brains sometime! Btw, the link won't work for me?
32. ## Playing God - The troubles of creating a real-size universe!

Re: Creating universes full of galaxies with PG, I doubt that would really be that hard, theoretically speaking (it would take time and study, for sure). This is mainly science, all working on mathematical laws. It's a puzzle more than a mystery, putting all the existing pieces together. Some tricky math would be needed to fill some gaps, creating a faux random structure. But from supernovae to grains of sand (or something more... esoteric?) on a shore, I started down this road believing it to be possible, and I admit I still do! Re: PG made with PG... Now that's a tricky one. Still, far from impossible. It's essentially the root of simple AI. I only needed 0 lines of code to make one of those things that scan a writer's writing and created a story that was like it, except when read closely was just a rambling mess of words, all style and no structure. On a similar basis, anything that can be expressed through a computer can be randomized, so I doubt it could not be procedurally generated. Damn. Now I am getting the urge to do AIish PG of stuff. Down boy, down!
33. ## Story feedback

"The Sky Realm is a world where only gods live. People have worshipped them for generations as they are responsible for answering people’s prayers and giving them blessings for their happiness and wellbeing." This description of blessings and happiness sounds too pacifist for warmongering polytheism. Spice it up with ritualistic sacrifice or something more unique with a divine metaphor. "the Olymp﻿us ﻿troph﻿﻿y" Avoid direct references to anything outside of your fantasy realm. This has a huge affect on the theme and is the most difficult part on writing pure fantasy without a basis in alternative history to explain the language's origin. Words like "thug" from Hindi's "thuggee" would be okay thou, because that kind of word could appear from a translation of a similar word. "teleport to places without the need ﻿of electricity" This breaks the timeless feeling by using modern words. Using words like "portals" and "energy" would be okay for ancient fantasy, as if they always had the technology before us. "the Orchar﻿d High School" High School is a modern American concept. "they get sucked right into a dimension" A dimension is a vector along time/space in which one travels, an approximation of direction from temporal/spatial connectivity in a relatively coherent time-space fabric. You can say "another realm" or simply avoid using words for it in the final prose. I'm used to critique whole novels for aspiring authors, so just pick something that sounds interesting to start with. * Motivations allow the reader to relate with a character by knowing that they would do the same in their situation. Find all your actions and figure out the "why". If you can't find a motivation, skip the action. * You need to test the prose of your characters because that's the main content of the final script. Just a short example dialogue will give a sense of how they speak, where they are from and who they are. Note that prose for the opposite sex is difficult even for professional authors. * Standard three-arc stories has a low-point before they struggle up to success, but there's also riches-to-rags and other styles. Being completely flat without progress will not evoke any emotion, but might work for a grinding arcade game. Rags-to-riches is the story arc of RPGs by getting stronger. Being constantly at the bottom with contrast too much with game-play like in Max Payne 3. * Get inside your characters heads and find out what drives the conflict. Everyone sees themselves as the good guy until they are forced to fight for survival. I'd start with the 16 personality types and then move into loyalty, empathy, sympathy, ethics and moral. * It doesn't really feel like fantasy without at least one ethical dilemma that would never happen in our world. The choices here feels like picking a mystery box at a lottery show instead of having something to reason about. * You need to read more about old myths and religions to get inspiration directly from the source without worn out popular concepts. Athena is probably the most worn out concept right now and there are many ancient countries with equally interesting folklore to use for inspiration or base on directly.
34. ## Versatile Composer available, projects big or small

Just to let everybody know that I am available for work! Please check out my Soundcloud if you're interested and be sure to contact me for quotes or queries. Thanks!
35. ## Shadow map size recommendation?

Hello everybody, Is there any recommendation about the shadow map size? I saw no difference between 2048x2048 and 1024x1024 in a 4 cascaded shadow mapping using a compute shader to reduce the depth of each cascade. What about the other kind of light? Any recommendation for the shadow map atlas for point light and spot light? Finally, is these question useless now that raytracing is the new world? Thanks!
36. ## DXGI force a SetFullscreenState on D3D12 when another window gains focus on the same monitor

I believe the size is the same. If we run a 1920x1080 on a 4k monitor, the only difference is the desktop resolution when that happens. And the DXGI error I got was DXGI ERROR: IDXGISwapChain::Present: The application has not called ResizeBuffers or re-created the SwapChain after a fullscreen or windowed transition. Flip model swapchains (DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL and DXGI_SWAP_EFFECT_FLIP_DISCARD) are required to do so. [ MISCELLANEOUS ERROR #117: ]
37. ## Linear interpolation of two vector arrays with different lenghts

By 'curious about failure cases' I meant that I'd be curious in exactly what circumstances the algorithm failed. And yeah, I was suggesting making specific data available, which you did. I will mention one thing about that though: Just to be clear, by self-intersecting I don't necessarily mean that one point lands directly on top of another. I just mean that the path formed by the points intersect itself (which may involve going 'between' points, as you seem to be describing). Just looking at this part: You'd have to specify what you mean by division in this context, as it's not immediately obvious (to me at least). As for your question about geometry and physical distances (what you refer to as the graphical perspective), even though the input data consists of 1-d arrays, the contents of the arrays include 2-d positions. Given that at least part of the input is geometrical in nature, it seems natural that the solution to the problem would involve geometry. As such, I'm not sure what a solution independent of geometry (i.e. graphical perspective) would look like. If you can come up with a concrete example though, it'd be interesting to see what you have in mind exactly.
38. ## Flight Sim Unity

Hi I'm a 3D modeler attending University for my AA in Game Development and I'm working on a flight simulator I should have several different models all completely textured in 3 months but I need a programmer to write the controls and do the UI, basically I'm looking to build a team for this flight sim I allready have several models prepared so if you're interested private message me here and we'll talk.
39. ## Bare bones AAA team

The Witcher 3 development costs were 306 mil. PLN - if you would convert that into USD that is $81 million. Witcher 3 is one of the largest open world RPG games I have played in past few years. I would say that it was a AAA experience. The Witcher 2 development costs were around 40 mil. PLN - about$10 million. I would dare to say that Witcher 2 was also AAA experience, despite being much shorter and not open world like its successor. It is considered as one of the cheaper AAA games. These games were developed in Poland, the costs for employees and living are slightly lower compared to Western Europe, and a lot lower than in F.e. California. You also need to take this into account.
40. ## Bare bones AAA team

Below is a video showing the credits of Battlefield V. It's almost 15 minutes long to put it into perspective. It will also show what the different positions are. Two years for a AAA title with only ~15 people... Not sure. https://www.youtube.com/watch?v=AJv98I6eY9E
41. ## DXGI force a SetFullscreenState on D3D12 when another window gains focus on the same monitor

Doesn't DXGI_SCALING_STRETCH already do the job for you? EDIT: this also may help: https://docs.microsoft.com/en-us/windows/uwp/gaming/multisampling--scaling--and-overlay-swap-chains
42. ## Need Social Media Manager + Promoter

I would like someone who can post with a high frequency for 4-6 weeks. This position would ideally continue with posts made as often as possible - interacting with users, posting content and continuing an online dialog for our website(s).
43. ## Need Social Media Manager + Promoter

For how long?
44. ## Linear interpolation of two vector arrays with different lenghts

@alvaro Okay, i made a new VIDEO where i draw a self intersecting trace and it fails at the first time. I'am sure that the data given to your code start with zero. Or else it would not work sometimes when its not intersecting. I believe that, WHEN its intersecting (1st video) it just looked like its intersecting but didnt actually hit anoter previous coordinate point. I had Line style ON. So SFML drew a solid line but just went inbetween 2 previous vertices and actually didnt hit one directly. At least this is how i imagine it... I also switched the Line Style of SFML back to just dots/vertices for better visibility. I hope that what i did, are the expected actions. @Zakwayda Haha, sounds promising: "Half way there..". I dont exactly understand what you mean by "curious about failure cases". Do you mean i should provide data that lead to a failure? If so then i just did that. 😀 The part that i dont understand about solving this problem is: Why do we look at it from a graphical perspective when the actual data is actually a straight "line"? (1D Array/Vector). I'am sure there is more to it than i understand. But thats just my 2 cents. Like, if the original vector is smaller then the smoothed one. Divide the smoothed one by the original. And then interpolate the segments somehow. Why do we need to incorporate "physical" distances? Data.txt
45. ## Bare bones AAA team

AAA expectations are for high content. Takes time to create all that content.
46. ## How to find investors to build a very expensive game?

The last game company I went on interview with just had some "chill dude" who paid for everything. They just had to follow his lead in every way without complaining about him recruiting people based on looks rather than skills.
47. ## DXGI force a SetFullscreenState on D3D12 when another window gains focus on the same monitor

I couldn't agree more that borderless fullscreen is a much nicer experience. But the problem is what if a the user has a 4k monitor but a lame GPU ? Exclusive fullscreen seems like the only way to go in that situation. And you don't want to break their experience if they want to skype someone in the middle of the game. Metro : Exodus minimize the fullscreen window in that situation and re-enable the fullscreen state once it gains focus again. I guess somewhere down the line, they have to call ResizeBuffers after this situation happens, even they are minimizing the window. No one wants a GPU removal in the middle of a game. The important thing is, how should we know when that happens ?
48. ## Old CRT Radar scope emulation

One could calculate or estimate the gradient of the phosphorus fluorescence/luminescence from white over several intermediate steps, convert to rgb values and store them in a ramp texture. Or get the curve empirically if circumstances permit. The lookup in the texture would be time dependent, over one revolution of the sweep, maybe a little less or more. There are papers on all kinds of -escences. The spectroscopy guys seem to be interested in such stuff, apart from oscilloscopy and such.

50. ## Need Social Media Manager + Promoter

Hello, As the title says, looking for a SMM / Promoter for my hobby project. Project is nearing completion, your job would be to start generating buzz & bringing in views via Twitter, Instagram, Facebook, Forums, etc. Lots of material for screenshots and screen-recordings. Twitter account currently has > 50 < 100 followers IG sitting over 1,500 If interested, please DM and I will share project website more details. Looking for someone who can post minimum 4-7x week across main social platforms.
51. ## The beginnings of a solar system

Yeah just wanted to tell you that the text was not perfect. Only 99% 😉 . With everything SciFi I want it to not give up realism unecessary . I like the planets.
52. ## Old CRT Radar scope emulation

Some atoms or molecules have long living excited states. A single atom has lots of states with different lifetimes. But I think, most of them live quite short. I used ps light pulses to pump/probe them . A crystal can be doped. At such an atom long living states may occure. But then phosphore, I mean it looks so low tech. I think that maybe electrons and hulls in a semiconductor are involved. They need some time to find each other. This gives a 1/t dimming over time ( as opposed to exp(-t) for single atoms). We could measure this with simple and cheap electronics in the future school teachers labs. .. I think I have tried to google this phosphor stuff, but was not satisfied. Also strange that these CRTs hold stuff for seconds while computer crts flicker at 60 Hz...
53. ## 40 seconds to compile a .cpp file - is it totally normal?

Why would you parameterize that with a macro, when you can just isolate that implementation detail into its own .CPP? // service.h #pragma once class ServicePayload { ... }; class Service { public: void send_operation(ServicePayload const &); void default_operation(void); }; // common/service.cpp #include "../service.h" void Service::default_operation() { ServicePayload basic( /* ... */ ); send_operation(basic); } // windows/service.cpp #include "../service.h" #include <windows.h> void Service::send_operation(ServicePayload const &p) { // ... } // linux/service.cpp #include "../service.h" #include <iostd.h> void Service::send_operation(ServicePayload const &p) { // ... } ... and then always link against common/*.o, and link against only windows/*.o or linux/*.o depending on which EXE you're building.
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