1. Past hour
2. ## Mobile [Android] Shapes And Holes

Shapes And Holes A new puzzle/arcade game with simple rules but addictive gameplay. Match shapes and holes. Colors don't matter, only forms. Looks like a chalenge for kids? But it's not so easy when time is ticking, colors are different and shapes are running away, going invisible or you need to count them. Complete the campaign of 65 levels with different rules and tiles. Or play levels with infinite time for a high score. Going to release in few days. Would appreciate for your opinion and testing. Available for testing on Google Play: https://play.google.com/store/apps/details?id=com.CatsHeadsGames.ShapesAndHolesLite Gameplay video:
3. ## GLSL, Point Sprites, Geometry Shader problem

I figured it out. The problem was that I was multiplying the vertex by the camera_matrix V and then sen this info to the geometry shader. In the geometry shader, I again multipliled gl_Position by camera_matrix V giving funky results. I only needed to multiply each vertex in the geometry shader by V. Thanks again for the help!
4. ## Shapes And Holes

New simple but addictive gameplay! Match shapes and holes. Colors don't matter, only forms. Looks like a chalenge for kids? But it's not so easy when time is ticking, colors are different and shapes are running away, going invisible or you need to count them. Complete the campaign of 65 levels with different rules and tiles. Or play levels with infinite time for a high score.
5. Today

7. ## How do "licenses" for code projects work?

You may want to check https://tldrlegal.com/ it has some of the licenses shortened out to how you can use them.
8. ## How do "licenses" for code projects work?

I'm neither a lawyer nor an "expert". But yes, you can use pretty much any "open source" licensed code in your own projects regardless if they are commercial or not. Generally the licenses are about limiting liability of the author for the use of the code as well as making provisions for how the code itself in "code form" is redistributed. It's more about protecting the authors license to that specific version of their code. Once you have changed it significantly and/or compiled it into a program, it becomes something else.. That license you get to pick. Again, I'm not a lawyer, and there are probably a few circumstances where this might not be totally true, but those probably aren't going to have a major open source license type associated with them either. Also, if you intend to release an open source project that includes open source code from other authors, this is a situation where the license type really matters. Some require you to handle this situation very specifically, others don't care.
9. Yesterday
10. ## Avoiding overpowering the MC

I've been working on a game for a while and think that my fights might be too easy, as a general rule, would it be better to nerf the MC or to buff the enemies?
11. ## How do "licenses" for code projects work?

I always thought "Opensource" meant you could do what you liked but recently I started reading GLP and Apache licenses and found them super confusing. Is there any simple "for dummies" information I can get on how these licenses work? Apache License, Version 2.0 and GNU General Public License for example? There are a number of coding tasks I want to pay with, but I have found "opensource" versions of these that are probably much more robust and better than anything I could do on my own. They all have these licenses but am I simply allowed to install the libraries and use them in my code, then if I created a game with them, sell those games?
12. ## EXP. & VERSATILE COMPOSER

Got time for a new project! Here a few tracks: Orchestral: https://soundcloud.com/nice-noise-on/lento https://soundcloud.com/nice-noise-on/atg_demo https://soundcloud.com/nice-noise-on/endgame https://soundcloud.com/nice-noise-on/the-journey-begins https://soundcloud.com/nice-noise-on/yag_id1 https://soundcloud.com/nice-noise-on/bta https://soundcloud.com/nice-noise-on/we-shall-rise-again https://soundcloud.com/nice-noise-on/pirates https://soundcloud.com/nice-noise-on/through-the-mystical-forest Ambient/Soundscape: https://soundcloud.com/nice-noise-on/city-beneath-the-ice https://soundcloud.com/nice-noise-on/ikalla-demo https://soundcloud.com/nice-noise-on/gathering_data https://soundcloud.com/nice-noise-on/tbp-12 Electro /Chiptune: https://soundcloud.com/nice-noise-on/world-map https://soundcloud.com/nice-noise-on/lighthouse https://soundcloud.com/nice-noise-on/elswidemo https://soundcloud.com/nice-noise-on/driver https://soundcloud.com/nice-noise-on/noga-suub2 https://soundcloud.com/nice-noise-on/street-lethal-actionjr-game https://soundcloud.com/nice-noise-on/chiptune https://soundcloud.com/nice-noise-on/fighter-theme Other: https://soundcloud.com/nice-noise-on/mut_demo https://soundcloud.com/nice-noise-on/ees-12 https://soundcloud.com/nice-noise-on/hts_tot https://soundcloud.com/nice-noise-on/living-puppets https://soundcloud.com/nice-noise-on/cartoon-animation https://soundcloud.com/nice-noise-on/leaves-dream-pop-shoegaze-instrumental https://soundcloud.com/nice-noise-on/ti-r13-1 Exp. with adaptive music (Audiomiddleware WWise, FMod), Unity & program. basics Looking forward hearing from you Cheers!
13. ## Guardians Of The 7 Gates (Dungeon Crawler Challenge)

You play the role of a barbarian warrior who is stuck in a strange mysterious world consisting of 7 dungeons. You have to cross the 7 Gates, each placed in 7 levels, to ascend out of this world. Items to be found include: Keys Potions Various weapons Gold Enemies to be found (more to be added after the challenge is over possibly) are goblins and dungeon bosses. So far, all the assets are some assets migrated from a game example found on the Unreal marketplace. I did not make any of the art, only the programming and the level design for one dungeon (so far).
14. ## Pixel Art Christmas Sale

Hello gamedev Community!Merry christmas! My name is Sven and It's now a two years anniversary since I created my first pixel art asset! To celebrate, I have a -50% christmas sale on ALL pixel art characters I have created. Feel free to check it out! <3 The Pixel Xmas Collection

16. ## Unity Assets Holiday 2018 Sale

Unity has a sale for assets that might be of interest to GameDev Challenge participants:
17. ## UDP reception - CPU load and packet loss

Hey, thanks for the reply! 50% CPU, now that you're asking, I didn't pay attention to that detail, lol! I stared at the top of "htop", perhaps it was only 1 core. It was shown with my process at the top, eating most of it, though. I have to look into "time", and kernel level profilers sounds interesting, too, but probably quite involved to set up? Cache coherency or rather its lack... there rings a bell, I think that problem is there. While it does seem very plausible that my CPU just hasn't got enough horse power, I still wonder what iperf is doing better (if not exactly impressively), and why that one day, it seemed consistent zero packet loss after I set 8 MB buffers (4MB was barely not enough, there seemed to be a roughly proportionate effect). I will try out what happens with only one system call!

20. ## 3D Rigidbody Dynamics - Collision Response Problem

Hi isu_diss, Your impulse computation looks correct to me, but I am suspicious of the way you are applying it. The equations you are using compute an impulse, which is a change in momentum. Momentum = mass * velocity. To apply impulse, you do: newVelocity = velocity + impulse * inverseMass You are using functions labeled AddForce and AddTorque. If you are actually adding force, you would be modifying acceleration instead of velocity. This is not correct when using an impulse to resolve collision. I am not sure if you mixed up terminology and correctly implemented the impulse application, or are accidentally using it like a force. If you are using it like a force (modifying acceleration), try using it like I described above, and hopefully it will resolve your issue. This would definitely result in impulses having less impact than expected. Max
21. ## Project file in Code:Blocks

Alberth: Thanks for your reply. I have taken your advice and signed up on the Code:Blocks forum. I hope they can help me. Thanks again! Have a great day!
22. ## Exploration vs exploitation problem

Is this homework? Job interview?
23. ## Usage Three.js OrbitControls in TypeScript on Playground

Hello, I am trying to run official Getting Started Example on Playground https://plnkr.co/edit/ with OrbitControls. The first problem was that official OrbitControls is not friendly with TypeScript and I took: https://github.com/nicolaspanel/three-orbitcontrols-ts But this module does not use AMD by default and I recompiled it to AMD for usage with RequireJS library because I have a few files: Program.ts and Scene.ts and I can run my example on Playground only with AMD compilation. Recompilation requires going in node_modules folder for recompiling module - it is not a common way. I created libs folder in my project and copied content of dist to libs/three-orbitcontrols-ts/ it works localy: https://github.com/8Observer8/usage-orbitcontrols-in-typescript-on-playground I put all files in one directory for usage in Plunker and it works localy: https://github.com/8Observer8/usage-orbitcontrols-in-typescript-on-playground-one-directory But when I upload the files on Plunker it does not work: https://plnkr.co/edit/yICv96E7lTK8xu7DohJB?p=preview You will see the error in a console: Please, help me to solve this problem.
24. ## I hate dialogue systems

I'm using gamemaker studio. There really isn't much else to the project, I just wanted to figure out how to do dialogue systems so I could in the future if I really needed to for a game

There's no such thing as the compiler choosing an overload based on whether or not it compiles; at that point, the best overload has already been chosen and compilation errors are what they are. SFINAE applies specifically to substitution errors, while the compiler has to determine the actual types for template arguments so it can create the candidate set for overload resolution. Take a look at this example which does what you need: http://cpp.sh/4c7h The reason this works is because std::enable_if will only have a member typedef 'type' if the condition is true. So in the cases where the condition is false, "std::enable_if<false,T>::type" will be considered a substitution failure because the compiler can't find 'type' and perform the argument substitution. However, you intentionally provide two overloads such that one will always succeed and the other will always fails (based on the return type), so the compiler will always be able to generate a candidate set with at least one method (depending on what other overloads it finds).

Here's one way to do it, at least for return types, with the help of std::result_of. template <typename T, typename = std::enable_if_t<!std::is_same<typename std::result_of<T()>::type, void>::value>> auto call(T lambda) -> decltype(lambda()) { auto result = lambda(); static_assert(!std::is_same<decltype(lambda()), void>::value, "This overload can return a value of any type"); return lambda(); } template <typename T, typename = std::enable_if_t<std::is_same<typename std::result_of<T()>::type, void>::value>> void call(T lambda) { static_assert(std::is_same<decltype(lambda()), void>::value, "This overload returns void"); lambda(); } int main(int argc, char** argv) { call([] {}); call([] {return 1;}); } Try it online: https://godbolt.org/z/kGwoi7
27. ## Missing pixels in mesh seams

Thanks @Hodgman. I think I understand, will try to play around with it. The only thing I don’t understand, is what happens with the camera rotations, which is no longer “included” in the view matrix

29. ## R&D Exploration vs exploitation problem

I have the following question and wanted to know if my answer is more or less correct (makes sense): My answer: Does this answer make sense? If not, what needs to be added or changed?
30. ## How to start learning OpenGl once again

Tutorial Series about how to make your own simple 2D game engine in modern OpenGL 3+ and SDL: Advanced C++/Graphics Tutorials Book: Build your own 2D Game Engine Source code for the book: https://github.com/apress/build-your-own-2d-game-engine You can translate WebGL examples to OpenGL 3+
31. ## How to start learning OpenGl once again

Thank you all very much. I appreciate all of your help to make me step forward and make progress. Few questions to understand the rest: 1- Is OpenGL mainly for creating games? 3D games for both Windows and smartphones platforms? 2- Aren't there any tutorial videos you have watched previously and know they're good for beginners, but in C++.
32. ## Mobile Strategy Game - Engine?

Hi, I'll quickly just tell you a little bit about myself so you understand the situation. I'm currently studying Games Computing Bsc at the University of Lincoln, I'm in second year and just started C++ programming. I've just finished one of my modules which included creating a game and really got motivated to try and do something myself, I wanted to try and push myself and see what I could learn. This will help me build up my portfolio and help me understand the different aspects of C++ that I might no learn here at university. So the plan is to create a mobile strategy game. Not 100% sure of the type of game its going to be as I haven't done the design stuff yet, all I know is I want it to be a classic mobile strategy game. Some games that are similar to the ones I'm wanting to create is Sid Meier's Civilization games, Tribal Wars, Rise of Civilizations and other games in that area. I know online stuff will be tricky but I'm not entirely sure its going to be online. Basically I need to know which engine will be best for this. I'm used to UE4 and Unity. Are any of these the best way to go? Thank in advance.

34. ## Making a java standalone multiplayer application(non browser based)

First, pick a GUI toolkit for Java. Swing, or the Eclipse SWT, are popular choices. (You could also pick a game engine with a GUI built-in, if you want to animate in real time or do 3D rendering.) Second, pick a networking technology. It may be as simple as Java object serialization across a java.net.Socket, or as advanced as some custom protocol on top of a message broker like MQTT with very sparse byte-conscious serialization over a TLS connection, to something game-based based on small UDP datagrams. Third, build your client application to make the appropriate requests on top of the protocol, render the result to the GUI toolkit, and collect user input to send new requests to the server. Fourth, develop the actual server to receive requests, process them, and send the appropriate response messages. There's the separate question of "what do I put into my messages" which depends entirely on what your application needs to do, what level of authorization you need, and so forth.

36. ## (Rev-Share) Looking For Members For Post-Apocalyptic Steampunk RPG

Bump! Still looking for people!
37. ## To prototype or not to prototype?

I think prototype

39. ## Looking for dedicated team

Hello I am looking for a team that is dedicated in creating a small game. I prefer that the game is already being worked on as that shows determination in terms of completing it. Below is a link to my current resume that has video links on some of the things I have worked on in the past. However, I do have screenshots on various other things I have done and can show. I have some skill in almost everything from Level Design to some C# programming to 3D Modelling. Resume: https://drive.google.com/file/d/14JiFAatvMVfp5NutZ78YeeV_4YYw1t3O/view?usp=drivesdk
40. ## In Need of direction

This tutorial about making MMO games: Unity Multiplayer Game Development with Node I can help you to connect your desktop (or WebGL) Unity client with a server on Heroku.You can get 5 applications on Heroku by free. It is a good point to start. I made it. Unity WebGL Client: https://green-game.herokuapp.com/ Unity Desktop Client for Windows: download
41. ## The Faster You Unlearn OOP, The Better For You And Your Software

Whilst I have not worked in this style, I have designed systems architectures which made heavy use of segregating things into separate services (mostly to facilitate redundancy and scalability) and in my experience there is a significant cost associated with defining proper communications interfaces between services (aka APIs) and - maybe more importantly - changing them when changes of requirements result in changes to multiple "services". In fact, the part of the secret in designing high performance distributed systems was to find a good balance between decoupling and performance (both program performance and software development process performance) and always be aware of fake decoupling (i.e. when things look like decoupled, but they only work as long as certain assumptions - such as, say, no more than X elements are sent - are the same inside the code on all sides). The whole thing as you described it sounds as OO encapsulation but wrapped with a heavy layer that adds quite a lot of performance overhead and a whole new class of problems around things such as failure of request execution and API version mismatch (or even worse problems, if people decide to use networking between "services"), all the while seemingly not delivering anything of value (catering to programmer fashionism and prima-donna behaviours is not value, IMHO). Both in the literature and my experience, the best level to have service APIs at is as self-contained consistent business operations (i.e. ops which must be wholly executed or not executed at all), and I can only imagine how "interesting" things start getting with such high levels of service granularity as you seem to decribe when dealing with things such as Database Transactions.
42. ## Epic Partnering with Unreal Engine Marketplace Creators for Free Assets

Hi khawk Great content on Ue4, really helped me through my projects Me and my team are also interested in Visualizations through Unreal engine 4, we provide assets with photorealistic quality and ready to use features. I wonder if you could give us your feedback on how are we doing and you also might grab a few tips here and there. here is our website: https://ue4asset.com Best regards Sina From Ue4assets
43. ## The Faster You Unlearn OOP, The Better For You And Your Software

The "new" fashion in non-games architecture is "micro-services". In this approach you abstract everything. Even the compiler and the operating system. You get complete freedom of choice over you "art" style. The assumption is: You should never re-use code across teams. A certain programmer/team can re-use their own code. However when something goes wrong and someone has to fix it: You just throw everything away, and let the new programmer start from scratch. You do this by making sure that every little piece of code is completely encapsulated in it's own server. (it even get's compiled separately.) This has performance costs (because the APIs are usually needlessly network based). It has boilerplate development costs (because the APIs are usually needlessly network based). However... The joy of being able to fix a problem by ripping out someone else's code, and then using your favourite framework to solve the problem, is really enticing. After having worked in this style for the past several years, I don't know if I like it or not. However it is a very interesting philosophy when you work on a very large project. Also, I think that the recent improvement in Docker containers makes it very manageable if you do it right. That said, the performance costs probably make it unsustainable for game dev.

45. ## Hexagone Based Game

Hi Guys. I'm currently working on a puzzle game with the theme elections. You have a board of hexagons with a color which represents the country and the majority of the voters in this part of the country. Your task is, to make the whole country vote your party. The thing I need your help with is the background. We had two Ideas, one was to lay the landscape in the further background an make it blurred out. First Screenshot the other and more useful one was to integrate the hexagons into the landscape to show that they are actually real country borders. Second Screenshot (both pics are rough designs and will be worked out. They are more like sketches of how they could look like) I wanted to know which direction seems better or more appealing for you. Thanks for your help, Luno
46. ## I finally put the rocket in the board!!!

Time for the 3AM Roundup! What was I doing all evening??.. hmm.. So, finally, these RocketBoards are ROCKETBoards! No more put-put'n around on the ground, no no no! I've completed the currency circle and now you can exchange your shiny golden rings for some airBoost Fuel! 1ring = 1 second of fuel. You can hold 100 seconds worth at a time, recharge whenever by clicking on the Rocket Shop menu item!(even while playing) This allows you to use your rocket thrusters while in the air, like every true RocketBoard should do. So, now instead of a few hundred meters on a jump from the plateau, I'm reaching 1000+ on a straight shot with lots of speed. It's so much fun. The race courses are a whole other experience like this. (Still no npcs to race with yet, it's next I swear!!) SlingBot Boarding v0.2.2: https://www.kongregate.com/games/WilliamOlyOlson/slingbot-boarding I've also put some significant work into more/better sound effects, spent some time in Audacity making some permanent remixes since I'm having trouble with applying effects in Unity, this way should be better for performance anyhow. Also spent several hours on the UI, fixing things up and making them nicer to look at(hopefully).. haha What else, mmm.. airBoost rockets, UI upgrades, Rocket Shop menu... Testing the last build... fingers crossed!!!! Ahhh Yeah! There's the money shot! Enjoy!

48. ## To prototype or not to prototype?

Speaking to the value of prototyping... In software development it's a necessity, it is a logical progression on the way to test driven development. If you prototype and test your design constantly during development it dramatically lowers the risk of getting weeks or months along and producing crap, or failing. It's silly and trite but our company had to do the marshmallow challenge in small groups no long ago: Every team that didn't prototype and test their design before committing the full time block failed the challenge. The damn thing flopped over. Point: invest the time to prototype, test and redesign constantly so you fail fast when it doesn't cost much instead of failing when your ass is on the line.
49. ## The Faster You Unlearn OOP, The Better For You And Your Software

OOP and myself, yeah. Its a like and dislike kind of scenario. In 1998 (the saddest year i had so far in my life) i started out programming in borland delphi and was thrown into OOP from the very beginning. I had no one which teached me fundamentals and internet was still too expensive. The Delphi-Helpfile was the only thing which i learned from in the early days. But for some reason, i understood it from the very beginning, classes, inheritance, interfaces, static vs non-static, polymorphism, etc. So i was liking it from the very beginning. For decades i was coding in Delphi, also mixing in other languages like C++/Java, etc. But since i started doing and seeing more and more professional work in the non-game development field, i started to see problems of over-using OOP. There are so many people/experts out there, which abuses OOP to write the worst kind of software you can imagine -> barely working, exceptions everywhere, slow like hell, untestable, impossible to understand or to follow: - Classes which are not classes - Abstractions just for the sake of it - Extendability without a reason - Hiding everything just for the sake of it - Using delegates/callbacks everywhere - Using virtual functions for no reason - Overuse of inheritance - Misuse of polymorphism If they would write it with less OOP´ness, the software would still be garbage - but i could at least understand it. Unfortunatly this kind of shit, you will find all over the place - especially in expensive business software or in the java world. But the main problem is, that those "experts" teach other people. This results in more people writing poor code, which makes me very sad :-( Another problem i often see, is that third party libraries or frameworks may forces you to write bad OOP code, due to its bad api design. I am always surprised, how customers happiely use such software in production environments. Its like a miracle that those things work. But what makes me so angry, that you can actually write good software when you use the proper tools at the right time, but people somehow have forgotten that or simply doesent care. So the conclusion for me is: OOP is totally fine, when well and not over-used. If you easiely can follow the control flow of any kind of source, the chance are much higher that its well written - neitherless of its coding style.
50. ## VB Skinning

The method used for hardware skinning is specific to the technique, often there is a matrix palette where e.g. the 4 highest weight bones are used to influence a vertex. This thread (although from 2012) might have some ideas: https://www.gamedev.net/forums/topic/631948-what-is-the-current-trend-for-skinning/
51. ## VB Skinning

Yes, I do have the source code, I meant to RE the dll. The thing that I don't get about shaders is, how can it only transofrm 3(4) positions at once, while the animations have much more bones. Is the shader just sent multiple times in a draw call? Thanks a lot for the help though, I can't really find any real shader tutorials which explain them deeply anymore, also the game uses it's own APIs for Meshes etc, so I can't really know what is what.

• ### GameDev Challenges

Open Group  ·  86 members

• ### For Beginners

Public Group  ·  1 member

• ### Publishing and Monetization

Open Group  ·  1 member

• ### Optimization Strategy

Open Group  ·  1 member

1. 1
2. 2
Rutin
19
3. 3
khawk
18
4. 4
A4L
14
5. 5