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    1. Past hour
    2. Dirk Gregorius

      Polygons and the Separating Axis Theorem

      What is the width and height of an arbitrary polygon? Width an height make sense for a rectangle, but not arbitrary polygons.
    3. I have been trying to get a .obj file to load and display in three dimensions. The object is a cube. I have spent three days on this and need help, please! I have tried numerous .obj files trying to get it to work. I replaced the double slashes with single slashes in the .obj file so that the super simple loader can get the vertexes and indices. Since I am very stuck, the help would be greatly effective to my experience/learning, may I have the help, please? ALso, recently I switched the functionality from : glDrawArrays (GL_TRIANGLES, 0, 3); to lDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); The code is here (pastebin) https://pastebin.com/cTLuqaae The .png of the model and the .obj file are attached too. Thank you, Josheir cube100.obj
    4. Hi everyone. I am programmer from Ukraine. I am not designer , but I want to draw cool art and make cool games. I learning. I walked the long road from zero to publicating game in store. So, I want to tell you about my game. I hope you enjoy my game and you will write feedback in Store or here (In store will be better πŸ˜‰ ). Thanks everyone who will play my game. Genre: Arcade/Runner Platform: Android (4.1 and higher) Description: Do you think what these stairs is easy ? No! Every stair want to kill you. One wrong move and you begin from start. You should be careful. Try to find good tactic and look a both ! Be careful ! Stairs are anywhere ! Do you want to be a King of Stairs ? It will not easy. Android - https://play.google.com/store/apps/details?id=com.nazariyoliynyk.dangerousstairs
    5. BlueSpud

      PhysX Tank Simulation in Unreal

      AFAIK, Unreal doesn't expose this. For their official tutorial on a conveyer, they just use a collision volume and move the objects manually, without going through the physics engine. I think the problem is with the first method is that friciton is a lot of what makes the tank turn, so it has to be modeled rather well to get that working, which is another reason why I'm not trying to fight the engine and use as much of PhysX as I can without applying a lot of manual forces and such.
    6. Today
    7. Assuming you're doing it in proper OO, there are design patterns such as Adaptor and Facade which you might want to read about. In my experience, backfitting a decoupling layer is usually a significantly larger PITA than doing things with that in mind from the beginning. You might want to start by analysing which functionaliy you use from the library and how (at it's most basic, just make a list of objects used and methods called), which is boring from the point of view of a coder but does end up paying itself by sparing you some back-and-forth time wasting that happens when one dives into coding too early and then suddenly discovers something that screws up one's approach. At the same time, you might want to set up some kind of unit testing around the whole thing so that you can test the before and after refactoring results and make sure they're the same. Also, COMMIT EVERYTHING into your source control before you start refactoring! (probably needs not be said, but hey: no harm done) Beware of implicit and non-visible dependencies, such as things like how NULLs are handled in one library vs the other, expectations in your code of getting back empty strings or empty arrays signifying NOT FOUND and now getting back nulls (or vice-versa), how objects are supposed to be initialized or not and other such expectations in the code which are not visible from simply the method signatures. Keep in mind that if your code is tightly coupled to the library, this might be a much vaster task than you expect. That analysis job at the beginning will give you a much better grasp on the size of the task and let you see if for some parts it's less work to redo them from scratch than refactor them.
    8. JoeJ

      PhysX Tank Simulation in Unreal

      My suggestion is very basic. E.g. imagine a box on a ground without friction (ice), and you want to move it around in a circle. You would first calculate the linear and angular velocity you want, and second calculate force and torque from those velocities so the box moves as intended. I did not think about how to model tracks or ground contact and friction at all. However, this gives me another idea: With Newton it is possible in a contact callback to modify the contact velocity. This way it's easy to do things like conveyor belts and tracked vehicles should work well also. I would assume UE exposes such functionality too?
    9. BlueSpud

      PhysX Tank Simulation in Unreal

      I'm a little curious how you did that. I initially started using linear force, but opted against it. The reason being is that I'm using capsules for the wheels and applying torque to them to make them move. When they arent on the ground, they don't apply force. If I was to use linear force, AFAIK, I would have to do raycasts or sweeps for every wheel to determine if they were touching the ground or not and should be applying force. I will definitely see if I can find the Newton demo though, hopefully theres something there.
    10. nazarito22

      Dangerous Stairs

      Do you think what these stairs is easy ? No! Every stair want to kill you. One wrong move and you begin from start. You should be careful. Try to find good tactic and look a both ! Be careful ! Stairs are anywhere ! Do you want to be a King of Stairs ? It will not easy.
    11. JoeJ

      PhysX Tank Simulation in Unreal

      What helps maybe is to use utility functions to 'convert' linear and angular target velocities to force and torque, because it's easier to control stuff with velocity than with force. (I can look them up in my code if you want...) You could also look at the tank simulation demo in the Newton physics engine: https://github.com/MADEAPPS/newton-dynamics/ (hope it's still there). This is a very detailed and complex demo thought as a stress test for joints (each unique part of the tracks is its own rigid body). PhysX can't do this, but i remember the developer had some headaches about turning too, so maybe there is some insight.
    12. Does anyone have any ideas as to how to fix the width and height of the polygons when their vertices are given an initial rotation?
    13. My Gincu game engine supports both SFML and Allegro, you may be inspired from it. The game application doesn't know the underlying engine (SFML or Allego), so it's quite what you want.
    14. I want to distributy a game I've made as a simple self extracting zip file. After extraction, the structure should look like this: MyGame (shortcut to MyGame/Release/MyGame.exe) MyGame (folder) --- /assets (folder) --- / Release (folder) --- MyGame.exe I have already managed to make the shortcut point to the relative path of MyGame.exe by setting its target as: %windir%\explorer.exe "MyGame\Release\MyGame.exe". But I would also like to set its icon from a file in the assets folder in a relative way so that upon extracting on a different PC, the icon is already set. Is this possible? Or how is it usually done?
    15. I created a simple project/game around Allegro. The project is tightly bound to the API, including rendering, transforms, audio and other. I would like to port it to SFML but without loosing all of the work I already have done. I thought to create some wrapper around them so the game doesn't even know which one I'm using and I also wanted to be able to switch between them with few lines of code. Has anyone done something similar and maybe has some recommendations how to do it?
    16. Hello guys) Here is my new ambient soundtrack: https://youtu.be/TyAd5X9X5J8 In a week I'm available for new interesting projects)
    17. Hey! What's good? I was wondering how many of you guys rely on analog synths and acoustic instruments for your productions. After listening to many many many videogame music producer reels, it seems to me that this is a very digital market, and that maybe the customer doesn't appreciate the difference between, for example, an analog synth and a VST. I'm not saying one approach is better that the other (I use tons of VSTs myself), I just felt curious about the gear you guys use. See ya!
    18. When I render the frame hierarchy, I want to, say write to the 5th matrix slot in the shader, how can I do that? thanks Jack float4x4 FinalTransforms[35]; l_effect->SetMatrixArray("FinalTransforms", &pMeshContainer->pBoneMatrices[0], pMeshContainer->pSkinInfo->GetNumBones());
    19. rnlf_in_space

      Temporary string literals

      Please don't!
    20. If you XOR the string with itself byte--by-byte, it will consist of only 0 bytes. Since it's all a known length of zeroes, you just need to store the length. Then, at runtime, you just need to allocate the length amount of space on the stack and XOR it once again with the original string, and voila, no need to store the string in the DATA segment, it can go in the BSS segment instead. It's called the "turtles all the way down" method.
    21. Star Rogue is an upcoming sci-fi roguelike platformer for PC, Linux and Mac. In this challenging pixel indie game you will take control over a brave space marine to investigate an abandoned space station full of traps, robots and aliens. In each playthrough you will encounter a different environment full of randomly arranged rooms. With the choice between several weapons, abilites and different items, your playing experience will be unique each time you play. Features Choose between several looks, specialisations, skills and weapons Different worlds with randomly arranged rooms full of obstacles and traps Over 100 different passive and active items Different background stories to give you a motivation Lots of enemies and bosses to defeat Many unlocks for all the collectors out there Video Screenshots Links Website: http://starrogue.julianwehrmann.com Steam: http://store.steampowered.com/app/438440 Tumblr: http://starroguegame.tumblr.com Twitter: https://twitter.com/StarRogue IndieDB: http://www.indiedb.com/games/star-rogue
    22. dimaCyberpunk

      Chronicles of cyberpunk: Awakening

      Check out instagram of the Chronicles of cyberpunk https://www.instagram.com/dimakozyr/
    23. I like your voice! Maybe you should compress it a little bit tho; you don't need so much dynamics when it comes to voice overs.
    24. suliman

      Use orbiting planets in 4x game?

      @Awoken Well that's a completely different game genre. Not a empire builder.
    25. @xycsoscyx Yes I originally used the same code (setting screen width and height) for fullscreen and windowed mode. I think the windowed mode started being a problem when I started compiling in win 10 (win 7 before) so maybe I need to do something manually now that was automatically taken care of before. 1. If I adjust the setState so that "client area" is exactly 1600x900, and my clipping area is the same, why do I still get this problem? Maybe render target? (I've never used that so need to find out if it's even possible to change it) 2. When I add lots of pixels in both width and height of the window (e.g. 100x100 extra pixels), why does it still need to squeeze it? It should now have plenty of pixels... 3. Is it possible to disable the "feature" that the OS squeezes at all? Instead allowing some pixels to be cut (if these dimensions are not exactly the same according to the OS, which seems to be the problem here). I really appreciate (and need) the help!
    26. rnlf_in_space

      Temporary string literals

      @Alberth, I think what they're really trying to do is to have constant string data in a program without having it in any file they're shipping. I'm a bit lost as to how to explain that that's not possible.
    27. violet94

      I have question

      After the in-game level editor released,I finally can make some supertux levels by myself,but i got some problem on making my custom style moving platforms and rising lava,after I created a new tilemap and resized it,i have no idea of how to make them placed in right place and make some nodes for they to move,should i use "platform" object to do this?or other function I don't understand how to use? Thanks!
    28. That happened before πŸ˜…. But how would you pass data around then? I am currently playing around with the behavior tree library of GdxAI. In the example they are using the object itself as a blackboard, it gets passed to every task in the behavior tree so it can manipulate it or use it's methods. It is also working with a Map<String, Object> where I would test the data needed for a task in the start() method and immediately return failure when data is incomplete, like when there is a AttackTask without a prior task that sets an enemy for it in the Map. Then there is the blackboard I spoke about earlier, a class specially catered to that and grows in size when the amount of task and needs grow. I could pass this as well along the tree but it does not seem a good choice compared to the other two.
    29. lawnjelly

      Fixing your Timestep and evaluating Godot

      Both Unity and Godot have fixed update and frame update. But after a bit of investigation, I couldn't get the interpolation working properly in unity for my game, so implemented it manually. Admittedly I am not very experienced with Unity, and they do seem aware of the issue (maybe some of the articles I read were out of date?). I also wasn't using their internal physics so perhaps that influenced me, maybe their interpolation only works for internal physics. I will correct this in the post though, well spotted, thank you. Unfortunately I can no longer test as I don't have Unity working any more. In my tests so far in Godot and reading the issues on github it doesn't appear like they have an in built solution for this yet, there are several topics in the issue tracker about it (and attempts to fix some issues with a hysteresis modification). One guy has suggested that Bullet which is available in Godot does offer interpolation and perhaps Godot can make the right calls to Bullet and get the interpolation for free for rigid bodies etc.
    30. lawnjelly

      Test vote for next challenge

      Nope, not at all, that should be better!
    31. No worries. It's just feedback. One can't do this for 20 years and have thin skin. I think groups are going to be a great way to navigate the site one day, but not in their current form. I'm notorious for releasing things in a less than ideal state in order to get feedback and letting it guide direction earlier. Groups feedback and observation has overall been very healthy for making decisions on the future of GDNet, your grumpy feedback included.
    32. I"m afraid I have no idea what SharpDX does differently in debug or release configurations, the only way I know of to programattically change this behavior is by: 1. Changing your application EXE name. 2. Exporting the vendor-specific globals to change this behavior.
    33. Space Engineers ( https://store.steampowered.com/app/244850/Space_Engineers/ ) is one of several games which does precisely this, for bodies as small as 50m asteroids, and as large as >100km-diameter planetoids.
    34. Awesome, thanks for the work and info! I hope you don't take my grumpiness towards groups not too seriously
    35. Hey, I've been playing around with making a tank in Unreal using PhysX. I have suspension working really well with some physics constraints, but I'm having a few issues with both the turning and the propulsion. I am aware that there's already an open source plugin that does this, but I've played around with it and it seems to be very performance intensive, so I've decided to roll my own solution. The main problem I've had is turning the tank realistically, while the tank is in gear (neutral is no problem, as neutral steering is quite easy). From my understanding tanks use several methods to turn themselves. One is to brake on one side of the tank, while the other remains at full throttle. The other way is by using a gear differential, such that the tread on the inside of the turn is turning at a slower rate than the one on the outside. I'm not quite sure how to model the differential method using PhysX, and I've had issues with getting the braking method to work, ie. the tank spins out and the brakes don'y apply hard enough to keep the turning radius reasonable. I was wondering if anyone could offer some tips or advice. My thought to fake it would be to apply some kind of radial force based off of an imaginary turning circle, but I'm not quite sure what the magnitude of that force should be, such that turns slow down the tank. Cheers
    36. SpinBLUE

      Chance Hit

      Collect randomly generated units, and have them battle it out! Chance Hit is a game where you open various boxes to collect different units, each with their own randomly generated moveset, appearance, and animations, and have them compete in turn based battles against enemy opponents.
    37. I think you sound a bit like Boris Karloff...lol...nice deep voice for a spooky intro if you ask me..😎
    38. Hi, I am new in the app and gaming business and I am looking for people with any level of experience to help me make my vision come to life. I am a freshman in college and I am just beginning in the world of technology. I am attending for Computer science and I dabble in game design. I have a great app game design that I believe is idea is going to work and become very popular, all I need is some help. After the app is made, if it is a hit, I will try to monetize it and I will split the profits among however many people are on my team and want to help. I will share the idea with my team after I have created it. I am looking for trustworthy people who want to help and want to learn. I think I have a special idea and I think it will work. I would prefer to share the idea and show you my vision via a video chat service and I would like to work and continue from their. If you like the idea and think it will work, then I hope you join the team. If you think otherwise, I will not be offended and we can go our own separate ways. I really hope you want to be a part of my team, we could make something crazy happen.
    39. Thanks for your response, but why does it work if I compile my game with the Debug configuration? I do not use other externals, libraries, etc. Do you know how other games do it? I mean, I do not need to change any settings for a game like Battlefield 1. It automatically uses the correct adapter - in fullscreen.
    40. There's nothing you can do. Fullscreen exclusive mode only supports monitors connected to the GPU where you're rendering. The one exception is in hybrid laptops, where the fullscreen mode has a cross-adapter copy before it hits the screen, but this scenario is only available if the adapter enumeration says that the monitor is connected to the discrete GPU, which generally happens based on IHV control panel settings or specifically-named exports from your EXE. Your only option is a borderless windowed approach if you want to explicitly target a different render adapter from the display.
    41. IndieCade – the premiere international festival of independent games – has announced the 2018 nominees for its 11th annual festival, hosted October 12-13 in Santa Monica. This year’s festival will feature an international selection of the most innovative independent titles available for play on PC, Mac, Linux, Android, iOS, Oculus Rift, Google Daydream, Nintendo Switch and PlayStation, as well as virtual and augmented reality installations, escape room puzzles, tabletop games, performances, sports, card games and live action role-playing. In addition to featuring this year’s nominated games, IndieCade will showcase more than 100 of the newest emerging titles during 2-days of gameplay, tournaments, workshops, sessions and networking. Festival highlights include the return of Night Games on Friday evening, transforming IndieCade into the ultimate live arcade and gaming playground. Keynote conversations with luminaries will explore a range of gaming and interactive entertainment topics, including theme parks, immersive theater, virtual and augmented reality, escape rooms and live action role playing. Additional sessions and forums throughout the festival will include Artist Talks with panels of developers and Think: Indies – town hall-style conversations on current industry hot topics, including activism, diversity and games and labor. Surprise Flash Jams will combine flash mobs with game jams and be announced sporadically throughout the festival, providing attendees with the opportunity to create unique games on the spot and try them out with other players. A new Gaming Everywhere exhibit will survey gamification in other fields using new technologies and platforms for non-traditional gaming audiences. In addition to indoor exhibits, outdoor games and entertainment will feature a selection of experiences and media from the IndieCade community. β€œWe’re kicking off our second decade of festivals with a truly innovative selection of the most creative and thought-provoking indie games in a brand-new location in Santa Monica said Stephanie Barish, Chief Executive Officer of IndieCade, β€œWe strive to reflect the diversity of indie game developers, players and fans across the globe and look forward to bringing the community together annually at IndieCade.” The IndieCade 2018 festival nominees were selected by an international jury comprised of past IndieCade finalists, indie and mainstream game developers, artists, researchers, academics, curators, game writers and journalists. The initial list is of nominees is provided below, including games from the US, Canada, Mexico, Brazil, China, Turkey, Slovenia, Germany, Denmark, the Czech Republic and Italy. Additional titles and festival selections will be announced in the coming weeks. More information on all titles is available here: https://www.indiecade.com/2018-games/ IndieCade 2018 Festival Nominees β€” A Memoir Blue by: Kevin Zeng & Shelley Chen β€” Accounting+ by: Crows Crows Crows β€” Anyball by: Hang Ruan, Laurenz Riklin & Paolo Salcedo β€” ASTA GRANDE by: Pietro Righi Riva β€” Blindfold by: Tom Ackerman β€” Bluebeard's Bride by: Magpie Games β€” Drawkanoid by: QCF Design β€” Escape from Godot by: Mister and Mischief β€” Exposure by: The Sheep's Meow β€” Fire Escape by: iNK Stories β€” Flight Simulator by: Hosni Auji β€” Forgotton Anne by: ThroughLine Games β€” Guildlings by: Sirvo Studios β€” IO Interloper by: DANG! β€” Just Shapes & Beats by: Berzerk Studio β€” Kleptocrat by: How to Hide Dirty Money by: The Mintz Group, in conjunction with BumbleBear Games β€” Laser Mazer by: Mighty Coconut β€” Little Bug by: Buddy System β€” LossWords by: Local No. 12 β€” Macdows by: Yunus Ayyildiz & Kubra Sezer Ayyildiz β€” Ministry of Broadcast by: Petr Skornok, Petr Melicherik, Dusan Cezek & Sanja Cezek β€” Mulaka by: Lienzo β€” Nishan Shaman by: NEXT Studio β€” Octopad by: Patrick LeMIeux β€” One Hand Clapping by: One Hand Clapping Team β€” Pixel Ripped 1987 by: Pixel Ripped Inc. Core Team β€” Puppet Pandemonium by: Terence Tolman, Nicky Breshon, Dustin Harris, Simon Manning & Kathleen Kamali β€” SPY EYE by: The Marino Family β€” Stress Express by: Stress Express by Pornsima Duangratana β€” Tale of Ord by: Published by PostCurious & Designed by Rita Orlov β€” Tendar by: Tender Claws β€” The Distance by: Team The Distance β€” The Game: The Game by: Angela Washko (artist & designer) & Xiu Xiu (music) β€” The Klaxo Radio Hour by: Haunted Ephemera β€” Tiny Trees by: Michael Perce & Joanna Yu β€” What's The Golf by: Triband IndieCade 2018 will be hosted at the Center for Media and Design at Santa Monica College, a new, state-of-the-art facility opened in 2017 and the home of local NPR station KCRW. The new venue is central to prominent games and entertainment industry companies, accessible for students and creative professionals, and conveniently located near the 26th Street/Bergamot Station on the Metro Expo Line for easy transit. One-and two-day passes are on sale now starting at $25.00. For more information, visit: http://www.indiecade.com/ View full story
    42. IndieCade – the premiere international festival of independent games – has announced the 2018 nominees for its 11th annual festival, hosted October 12-13 in Santa Monica. This year’s festival will feature an international selection of the most innovative independent titles available for play on PC, Mac, Linux, Android, iOS, Oculus Rift, Google Daydream, Nintendo Switch and PlayStation, as well as virtual and augmented reality installations, escape room puzzles, tabletop games, performances, sports, card games and live action role-playing. In addition to featuring this year’s nominated games, IndieCade will showcase more than 100 of the newest emerging titles during 2-days of gameplay, tournaments, workshops, sessions and networking. Festival highlights include the return of Night Games on Friday evening, transforming IndieCade into the ultimate live arcade and gaming playground. Keynote conversations with luminaries will explore a range of gaming and interactive entertainment topics, including theme parks, immersive theater, virtual and augmented reality, escape rooms and live action role playing. Additional sessions and forums throughout the festival will include Artist Talks with panels of developers and Think: Indies – town hall-style conversations on current industry hot topics, including activism, diversity and games and labor. Surprise Flash Jams will combine flash mobs with game jams and be announced sporadically throughout the festival, providing attendees with the opportunity to create unique games on the spot and try them out with other players. A new Gaming Everywhere exhibit will survey gamification in other fields using new technologies and platforms for non-traditional gaming audiences. In addition to indoor exhibits, outdoor games and entertainment will feature a selection of experiences and media from the IndieCade community. β€œWe’re kicking off our second decade of festivals with a truly innovative selection of the most creative and thought-provoking indie games in a brand-new location in Santa Monica said Stephanie Barish, Chief Executive Officer of IndieCade, β€œWe strive to reflect the diversity of indie game developers, players and fans across the globe and look forward to bringing the community together annually at IndieCade.” The IndieCade 2018 festival nominees were selected by an international jury comprised of past IndieCade finalists, indie and mainstream game developers, artists, researchers, academics, curators, game writers and journalists. The initial list is of nominees is provided below, including games from the US, Canada, Mexico, Brazil, China, Turkey, Slovenia, Germany, Denmark, the Czech Republic and Italy. Additional titles and festival selections will be announced in the coming weeks. More information on all titles is available here: https://www.indiecade.com/2018-games/ IndieCade 2018 Festival Nominees β€” A Memoir Blue by: Kevin Zeng & Shelley Chen β€” Accounting+ by: Crows Crows Crows β€” Anyball by: Hang Ruan, Laurenz Riklin & Paolo Salcedo β€” ASTA GRANDE by: Pietro Righi Riva β€” Blindfold by: Tom Ackerman β€” Bluebeard's Bride by: Magpie Games β€” Drawkanoid by: QCF Design β€” Escape from Godot by: Mister and Mischief β€” Exposure by: The Sheep's Meow β€” Fire Escape by: iNK Stories β€” Flight Simulator by: Hosni Auji β€” Forgotton Anne by: ThroughLine Games β€” Guildlings by: Sirvo Studios β€” IO Interloper by: DANG! β€” Just Shapes & Beats by: Berzerk Studio β€” Kleptocrat by: How to Hide Dirty Money by: The Mintz Group, in conjunction with BumbleBear Games β€” Laser Mazer by: Mighty Coconut β€” Little Bug by: Buddy System β€” LossWords by: Local No. 12 β€” Macdows by: Yunus Ayyildiz & Kubra Sezer Ayyildiz β€” Ministry of Broadcast by: Petr Skornok, Petr Melicherik, Dusan Cezek & Sanja Cezek β€” Mulaka by: Lienzo β€” Nishan Shaman by: NEXT Studio β€” Octopad by: Patrick LeMIeux β€” One Hand Clapping by: One Hand Clapping Team β€” Pixel Ripped 1987 by: Pixel Ripped Inc. Core Team β€” Puppet Pandemonium by: Terence Tolman, Nicky Breshon, Dustin Harris, Simon Manning & Kathleen Kamali β€” SPY EYE by: The Marino Family β€” Stress Express by: Stress Express by Pornsima Duangratana β€” Tale of Ord by: Published by PostCurious & Designed by Rita Orlov β€” Tendar by: Tender Claws β€” The Distance by: Team The Distance β€” The Game: The Game by: Angela Washko (artist & designer) & Xiu Xiu (music) β€” The Klaxo Radio Hour by: Haunted Ephemera β€” Tiny Trees by: Michael Perce & Joanna Yu β€” What's The Golf by: Triband IndieCade 2018 will be hosted at the Center for Media and Design at Santa Monica College, a new, state-of-the-art facility opened in 2017 and the home of local NPR station KCRW. The new venue is central to prominent games and entertainment industry companies, accessible for students and creative professionals, and conveniently located near the 26th Street/Bergamot Station on the Metro Expo Line for easy transit. One-and two-day passes are on sale now starting at $25.00. For more information, visit: http://www.indiecade.com/
    43. Do you want to learn coding by making games in a easy way. Unity is a cross-platform game engine developed by Unity Technologies. The engine can be used to create both three-dimensional and two-dimensional games as well as. I am creating a complete Game Development Course using Unity3d on YouTube. Please Visit and comments for improvement of course. https://www.youtube.com/channel/UCThmoks1cKVElDkkLXj0Gbg you can also find detail on : easygamer.dsubidha.com A Complete Game Development Course Using Unity3d - Lecture 1 : Promo !! by Easy Mind
    44. Hodgman

      Fixing your Timestep and evaluating Godot

      Unity does fixed timestep physics (and has a fixed and a variable rate loop for your own code), let's you configure the step sizes, and let's you choose whether to interpolate per physics object....
    45. Hodgman

      Games and blockchain.

      We've been toying with ideas for years but haven't committed to any. As above, most games don't need a decentralised model and can do better with centralised. e.g. Valve hosts inventories for free already, gives devs full economic control over the game, and has an out of game market for player trading. Even making one yourself and hosting it on your own server is cheap and easy... Decentralised can solve a trust problem, where users don't want a central authority... But most people are fine with trusting a game developer to be the authority over their own game (excluding gambling, as above). IMHO the best use case I've come up with for a decentralised game economy is for a game that exists as a platform for many service providers besides the original developer. e.g. Many games allow you to host your own dedicated servers, so a 3rd party industry (not the dev) exists to service that... Or many games have tournaments that are organised by 3rd party companies... Or rely on user-generated content, etc... A decentralised game economy could allow players of the game to financially interact with these kinds of 3rd parties directly, in-game, without requiring approval from the developer. At the same time though, AAA publishers would probably balk at giving up control and would rather keep centralised authority so they can skim off these providers...
    46. Awoken

      Beginning developing

      That's my motto too. well said.
    47. Awoken

      Use orbiting planets in 4x game?

      Star Control I. In that game you had to navigate around a small star system that was points suspended in space and they all rotated around a central axis. As you moved from star system to star system a line would be drawn between the two points. It was an amazing effect and helped one visualise spatially for such an old game. I believe 1990. 1:20 is where to see it.
    48. Yesterday
    49. Awoken

      Fixing your Timestep and evaluating Godot

      I was wondering how to do this and now I know. Great blog entry.
    50. khawk

      Test vote for next challenge

      Hope you don't mind me hijacking this. I'm going to create an official poll..
    51. For those not seeing notifications from the Challenges group, I just added a plugin that is supposed to auto-follow when you join the group. No idea why it didn't work that way already. You might need to leave the group and join again, or you can go to the group's Activity tab and click the Follow button - when you do that you'll get notified of any updates across the group, whether it's a new challenge or post in the forum.
    52. Yes, better with every attempt. When you're doing this, think like a musician. That last sample, in the beginning you're hitting the notes on good time and ringing clear. At the end a little lazy. Try to hold it up there all the way to the end. Its easier to smear in post than it is to repair.
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