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    1. Past hour
    2. Not sure if you'll find any server that's specifically for minors, but just to add to the list of Discord servers for game dev in general, the /r/gamedev subreddit has a pretty great Discord server with channels for pretty much everything: https://discord.gg/reddit-gamedev Also: is it just me, or is the Discord link on the page for the GDNet server broken? It just redirects me to my Home page.
    3. cosmopath

      Video game soundtrack

      Absolutely build up a portfolio on an easily accessible platform (SoundCloud, YouTube, whatever) before you do anything else. You can have all of the marketing/branding in the world while no one wants to hire you because you don't have a portfolio they can go off of. As Ptietz said above, it's very unlikely you'll be able to use your pre-existing music for an actual game soundtrack, as for a good soundtrack to pop it needs to fit directly and specifically with the theme of the game - so unless you get insanely lucky, I'd view your current work as practice rather than actual usable work for a game soundtrack. There's multiple places you can find projects to join, whether you're looking to get paid directly for your work, you're looking for a rev-share deal, or just a small hobbyist project to join. This very forum is a great way to do just that, in addition to other platforms like Reddit and Nubbl. If you perhaps want to enter the industry in a more professional and higher-level fashion, making connections with people in the industry is super important (and that goes for anything in the games industry, not just composing soundtracks), although of course you'd have to work your way up if that was your goal - you're not going to be making connections with AA/AAA studios right out of the gate.
    4. Maciej Mizerski

      Quaternion, why divide angle by 2?

      There is a theorem (classification of compact Lie Groups) that says there is only one associative, multiplicative structure on the 3-sphere (up to an isomorphism). It's generated by 1, i, j, k such that i^2=j^2=k^2 = i*j*k = -1 So your question is can we have i, j and k represent rotations by 90 degrees instead of 180? Let's assume that they represent 90 degrees, then -1 = i^2 represents a rotation by 180 degrees. But you can convince yourself that i*j*k is not a rotation by 180! So this is not possible. In fact the equations i^2=j^2=k^2 = i*j*k = -1 only hold if i, j and k represent rotations by 180: if Rx(a), Ry(a) and Rz(a) are rotations by angle a around x, y, z respectively, then we must have: Rx(a)^2 = Rx(a)*Ry(a)*Rz(a) Multiplying by the inverse of Rx(a) on the left: Rx(a) = Ry(a)*Rz(a) If you write this equation in terms of elementary rotation matrices containing sin(a) and cos(a), you will find the solutions are: a = 0, 180, 360... But obviously a = 0, 360,.. are the trivial solution (where each quaternion is a rotation by 0 angle). So it must be that a = 180.
    5. Thal

      DarkSwords

      It looks very complex. Show a video from gameplay.
    6. I tried it. You have a long way to go. Music is annoying. It's hard to read when somebody sings. I tried to enter combat, but couldn't move my ship. I set sails but nothing happened. It didn't move. You need to work more on making your game more accessible. I lost patience quickly because I couldn't move my ship.
    7. Hey all! We’re a small game development team looking for artists or the Japanese-inspired 2D RPG game that we’re working on. To put it shortly, the specific artstyle we're aiming for that currently isn't covered are 2D flat chibi-style sprites akin to Fire Emblem Heroes, as well as more detailed anime-style portraits for character dialogue. I do understand how entering a project based on rev-share can be risky (although this subforum seems to be more oriented towards that). This being more of a ‘project’ than a large-scale commercial development, we really don’t have much of a budget at all, but hopefully what we’ve already done now can convince you that this is a project with potential worth joining. ---- What we have: 1. A full game design document. This isn’t some poorly planned 3-page mess of writing or whatever. We’ve clearly outlined all of the basics that need to be established in our game, including the general gameplay, the story, the desired art style, target audiences, miscellaneous release/marketing information, and all that jazz. Unlike some other poor excuses for GDDs I’ve seen, this has enough detail to tell you everything you need to know about the project. 2. An actual 16+ page script that’s actually in progress! So far we’ve written over 16 pages for dialogue and scripting for the game’s story, fully adapted for real gameplay. We’ve already discussed how each stage of the plot will play into user gameplay, and a portion of it has already been written (which is what the script entails) to fit this. 3. A working prototype. Sure, it’s kind of barebones and without any original artistic assets (can’t have original assets when you don’t have artists, right?), but it’s a functional prototype with all of the core framework for the game already integrated. At this point in time, a big amount of the work that needs to be done is simply implementing the assets that artists make for us into the game, which shows that there’s already been a good amount done on the coding side of things. (Also, we already have an awesome small team newly built from elsewhere consisting of two composers and an artist in addition to the three of us who founded the project - we just need a couple more artists!) ----- If you're interested in the project, I encourage you to meesage me on here (or email me at justin@archeron.io) and I'll direct you to the manager of the project who can answer any questions or concerns before you decide to join the team. I can also do my best to answer questions if there's anything immediate you'd like to know. We currently work in Discord, so I advise you make an account there if you haven't already. Thanks everyone!
    8. Thal

      My first finished game "Cube defender"

      For a first game it's nice. It looks feature rich and playable. Your problem is that you are clearly not an artist. This greatly limits the appeal of your game because it's full of "programmer art".
    9. For reference I am use Unity as my game engine and the A* Pathfinding Project for path finding as there is no chance I would be able to create anything close to as performant as that in any reasonable amount of time. So I am looking to build a game that is going to have a very similar style as Prison Architect / Rim World / SimAirport / etc. One of the things that I assume is going to effect performance is path finding. Decisions about the game I have already made that I think relate to this are: 1. While I am going to be using Colliders, all of them will be trigger colliders so everything can pass through each other and I will not be use physics for anything else as it has no relevance for my game 2. I am going to want to have a soft cap at the map size being 300x300 (90,000 tiles), I might allow bigger sizes but do something like Rim World does in warning the player about possible side effect (whether it be performance or gameplay) 3. The map will be somewhat dynamic in that the user will be able to build / gather stuff from the map but outside of that, it should not change very much Now I am going to build my game around the idea that users would be in control of no more than 50 pawns at any given time (which is something I can probably enforce through the game play) but I am also going to want to have number other pawns that are AI controlled on the map (NPCs, animals, etc.) that would also need path finding enabled. Now I did a basic test in which I have X number of pawns pick a random location in the 300 x 300 map. move towards it, and then change the location every 3-5 seconds. My initial test was pretty slow (not surprising as I was calculating the path every frame for each pawn) so I decided to cache the calculated path results and only update it ever 2 seconds which got me: 100 pawns: 250 - 450 FPS 150 pawns: 160 - 300 FPS 200 pawns: 90 - 150 FPS 250 pawns: 50 - 100 FPS There is very little extra happening in the game outside of rendering the tilemap. I would imagine the most pawns on the map at a given time that need path finding might be a 1000 (and I would probably be able to make due with like 500 - 600). Now obviously I would not need all the pawn to be calculation paths every 2 seconds nor would they need to be calculating paths that are so long but even at a 5 second path refresh rate and paths that are up to 10 tiles long, I am still only able to get to about 400 pawns before I start to see some big performance issues. The issue with reducing the refresh rate is that there are going to be cases where maybe a wall is built before the pawns path is refreshed having them walk through the wall but not sure if there is a clean way to update the path only when needed. I am sure when I don't run the game in the Unity editor I will see increase performance but I am just trying to figure out what things I could be doing to make sure path finding is as smaller of a performance hit as possible as there is a lot of other simulation stuff I am going to want to run on top of the path finding.
    10. Today
    11. This is how I do it in my Mesh class: /// <summary> /// Welds close vertices into one. /// </summary> private void weldVertices( int[] tvis_ ) { const float sqrDistThreshold = DupedVertexMinDistance * DupedVertexMinDistance; var duplicatedVertices = new Dictionary<int, int>(); for( var i = 0; i < vertexCount - 1; ++i ) for( var j = i + 1; j < vertexCount; ++j ) if( !duplicatedVertices.ContainsKey( j ) ) if( (pointByIdx( i ) - pointByIdx( j )).sqrMagnitude <= sqrDistThreshold ) duplicatedVertices.Add( j, i ); // adjust triangles for( var n = 0; n < indexCount; ++n ) if( duplicatedVertices.ContainsKey( tvis_[ n ] ) ) tvis_[ n ] = duplicatedVertices[ tvis_[ n ] ]; } For performance reasons, this method just identifies duplicated vertices and corrects triangles. I later use a different method to remove orphan vertices and invalid triangles (triangles with 2 or 3 duplicated indices).
    12. Bradley Latreille

      Discord for minors interested in game development?

      Unreal Engine http://unrealslackers.org/ Unity Engine http://discord.gg/gamedev posted by /u/ViolentCrumble https://discord.gg/DB62fjX posted by /u/tigrisgames General Programming https://discordapp.com/invite/9zT7NHP A quick google search could find you a lot of discord servers for beginners depending on what engine or API you are working with. Forums are also a great place to meet people with similar interests as well as small game competitions. If you are in University or College you can benefit from the game competitions/events that require student ID's that allow you to meet developers and work on teams with students of all skill levels, being a student most of these events are free. You can also look into finding local meetups/hack comps. Don't get discouraged if you don't know anyone to go to these events with as they will put others just like you in groups together. Sorry I know these are off topic but I thought I would mention other resources as well as Discord that may help.
    13. phil67rpg

      shooting bullets

      cool I am actually taking a college course in linear algebra and I have already studied some linear algebra this summer, I am unsure of how to apply this math to my game, thanks for the link. I will also study this tutorial.
    14. mrpeed

      shooting bullets

      I found this tutorial helpful. http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/
    15. phil67rpg

      shooting bullets

      well I am able to get my sprites to rotate and move in all directions, I have drawn two plane sprites, I am also able to shoot a bullet in the up direction, I want to shoot bullets in all directions just like my plane rotates, I just need a hint on how to proceed, go easy on me this is new stuff to me. However I am making progress.
    16. Randy Gaul

      GJK warm starting

      It's a fairly safe thing to do so long as the simplex is not degenerate (which can definitely happen!), so upon warm-starting check for a degenerate case, and if found, invalidate your GJK cache. Otherwise conceptually warm-starting should make quite a bit of sense. The GJK crawls through the volume of two shapes simultaneously -- so any configuration (that isn't degenerate) is OK as GJK iterations will always evolve the simplex towards the origin due to the properties of support mappings. Have you tried reading Box2D's source on warm-starting? It is really quite simple: https://github.com/erincatto/Box2D/blob/master/Box2D/Collision/b2Distance.cpp#L104-L165 . Also a little more info: https://pybullet.org/Bullet/phpBB3/viewtopic.php?t=3338
    17. Check out the GDNet Chat, it's on Discord
    18. I was wondering if there was a Discord server for minors like myself that are interested in game development. If there aren't would anyone be interested in me creating one? That's really all, I just wanna meet people in my age group that are interested in the same stuff. : )
    19. Bradley Latreille

      [GAME] Ant Empire

      Very impressive! There is a large amount of detail in your game for such a simple concept. Keep up the great work and good luck launching to Steam! :)
    20. The simplest way is to just reconstruct a new mesh: for each triangle of original mesh { create new triangle in new mesh for each original triangle vertex { if new mesh already has a similar vertex use its index; else create new vertex and use its index set vertex index to the new triangle } } Edit: An entire new mesh is not necessary, but an old and a growing new vertex buffer have to exist while the algorithm is running.
    21. Rutin

      [GAME] Ant Empire

      Looks good! I cannot wait to try.
    22. Just WIP. Abandoned alien power station. Inside: Outside:
    23. nsmadsen

      Video game soundtrack

      There are so many avenues and paths to go down. Spend some time getting to know the game dev community as well as building up your brand and online presence. Get to know the lingo used - the systems and software used to create and run a video game. Start building relationships with other people who do art, programming, producers (team managers I mean, not music producers necessarily) and really begin to learn the process and art of making games. And in the mean time, you can start to put your music out on music library sites like Ptietz mentioned.
    24. I had to do this recently but unfortunately I wasn't using a simple vertex/index format so the details where somewhat different. Going from how I did it and from the top of my head, I would say you do something like as follows........ Find the two (or possibly one triangle, if it's on the edge of the mesh) that contain the two vertexes you are going to merge (i.e. they share and edge). These two triangles are simply removed and the triangle list is compacted accordingly. Now you are gong to remove one of the two vertexes that are close to each other and assign any indexes in triangles that reference that vertex to the other vertex. In reality I guess you could just leave the vertex you are destroying in the list and just dereference it, or you could actually remove it and compact the vertex list. Hope I'm steering you in the right direction.
    25. Gas Lantern Games

      Ant Empire

      Ant Empire is a tactical strategy and management game set in a world where ant species battle to become the top empire. This deeply detailed and nostalgic turn-based simulation is a mix of many popular older games-- but with a much more modern feel. Select from 5 unique species that feature characteristics in the game based on how the species actually behaves naturally. Undertake in a unique campaign as each species, or battle in free play with a variety of settings, maps, and objectives. Earn progress towards Steam achievements, unlock new species, or simply try new strategies to build your empire. Colonies develop and become more powerful each day. Nests can grow to become military strongholds, economy powerhouses, research havens, defensive outposts, or even breeding grounds for new colonies-- and much more. Each colony has multiple ways to let them specialize. You can: Adjust the ratio of workers, soldiers, and princesses being produced. Dictate what the workers are doing, rather it be foraging, digging, or nursing. Select a colony focus that gives the colony a particular bonus. Choose the type of food the queen eats, giving different bonuses. Activate abilities such as "Set Food Trap", "Collapse Tunnels", "Add Queen", "Public Works", and "Sacrifice Princess". Go into defense mode, vastly increasing a colony's ability to defend attacks but reducing the economy's power. Build perks to gain bonuses for the colony. Use influence to claim nearby tiles, or remove the claim from tiles owned by enemy colonies. Attack enemy nests, or reinforce friendly nests. Select the type of nest during creation. More abilities and features are in the works and to be added. Use your ants to attack other colonies, or reinforce friendly nests. Soldiers are much more powerful than workers, but do not perform tasks such as foraging for food, digging to grow the nest, and nursing to increase production. Princesses are used to create new nests around the map. Research upgrades by gaining research points each day. Research points unlock new features, improve existing actions, increase limits, and increase stats. Perk points are improvements that benefit a particular colony. Perks are harder to come by than research points. Influence is used to claim nearby tiles for the colony, and remove the claims of enemy colonies. There are a ton of additional features-- a daily log to summarize events, a beautiful graph that compares different stats for each species over time, stats that shows the details of all the ants for every species in a side-by-side window, a tutorial to cover all the basics of Ant Empire, random events, achievements, auto-saves, and much more.
    26. Gas Lantern Games

      [GAME] Ant Empire

      Hello!I have spent the last year and a half developing a game in my spare time in Unity! I am releasing it soon on Steam. Ant Empire is a strategic remake of some older games. It is influenced by games such as Ant Empire and Civilization.I am currently doing a kickstarter to help fund an AI before launch.I have attached some images (tried some gifs but they were too large) to show the current stage of Ant Empire, which is nearly completed.
    27. Really it perfect serve anywhere where parent component behavior independend from childs and childs behavior independed from siblings. For example for form and controls placed on it. But when dependencies exists it required at lest to make a weak references betwin depended siblings. In case of dependencies of parent behavior it also require usage of delegates and/or mixing container scheme with inheritance scheme to avoid huge access penalties. It makes manual serialization/deserialization so big problem, so developers of desktop frameworks that use component based scheme has added a RTTI generation to C++ compilers that thay produce too at middle of 90-th. Developers that is no compiler producers uses additional preprocesors/transpillers for it purposes. Also i guess Microsoft has never make *.tlb files for his COM technology manually.
    28. (Google translate to the rescue) There is a preview button in the editor. It's the icon 5th from the right (magnifying glass over paper). Click it to preview how the post will look. Also, please note that this is an English speaking (writing) forum.
    29. Lösche den Post gleich. Muss nur einmal rausfinden durch was [ i ] und sowas hier im Editor ersetzt werden. Leider habt ihr keine Vorschaufunktion. Polygon intersect(const Polygon& A, const Polygon& B) { Polygon C = B; // copy polygon B to result C for(int i = 0, j = A.vnum-1; i < A.vnum; j = i, i ++) { test[i] - bla test[i], test[j]
    30. I'm looking for an algorithm that I can use to remove vertices that are close to each other within a margin of error in a triangular mesh. Pretty much similar to Blender's "Remove Doubles" feature, if anyone is familiar with it. I think the issue isn't just removing the doubles, but also how would I handle the face indices once I remove "duplicate" vertices?
    31. Yeah, so I presented an unreasonably simplified example, suitable for a dynamic language where you don't have to worry about lack of RTTI. In practice, if you make your entity class be a pure data container, and put all the functionality into component systems that operate on that data, you can avoid use of RTTI entirely. Yes, some component systems may boil down to a big switch/case statement, but that's not necessarily a bad thing.
    32. JAVA4GAME

      Lamps 2

      Welcome! Link Google Play ---------------------------------------------------------------------------------------------------------------------------------------------- A modern dynamic arcade game for mindfulness and reaction. Under your control, there are three switches that turn on and off the contacts of the three lamps. The wires are moving charges of three colors: red, green and blue. Your task - to timely include contact, if the charge is the same color with a lamp, and turn off when different. The simple logic of control is complicated by the speed of movement of charges, where you have milliseconds to make a decision. Try yourself and your reaction, hold out as long as possible and collect as many points as possible. ---------------------------------------------------------------------------------------------------------------------------------------------- GAME POINTS ★ Turn on the switch (on) - when the lamp is moving the same color charge, 10 points. ★ Turn off the switch (off) - when the charge of another color moves to the lamp, 1 point. ★ Collect a star to play in the Dark Zone, star - 5 points. ★ Sometimes additional lives will fall, life - 5 points. ★ Double, triple ... points are given for the re-inclusion of lamps (x2, x3, x4, x5) ★ The best in the game is to light all three lamps, for which 50 points are given + 1 life, and in a Dark Zone, for the inclusion of three lamps - a secret item is opened. ---------------------------------------------------------------------------------------------------------------------------------------------- FEATURES ★ Two play areas, light and dark. ★ Select the tortoise speed for beginners. ★ Endless speed increase mode. ★ System of ranks and player experience. ★ Extra points for different combinations. ★ 30 training levels. ★ 12 secret items to open. ★ 2 rating tables of records. ----------------------------------------------------------------------------------------------------------------------------------------------
    33. matt77hias

      C++/WinRT

      But that is also the case for WRL. C++/CX uses language extensions. unmanaged/raw C++ with WRL does not use language extensions. With regard to the C++/CX monstrosity, I would definitely choose C++/WinRT. With regard to unmanaged/raw C++ with WRL, I don't know.
    34. ptietz

      Video game soundtrack

      Do you mean, you want to sell your stuff as temp music? Because usually, the soundtrack is very specifically composed for one particular game, not randomly chosen to hopefully match it...
    35. And by this way you just enlarging scale of problem,becouse ever in case you have better hierarhy (that you really will have better) it require biggest set of classes to describe it, ever in case each of specific classes will be simplier. Main problem here is absence of automatic persistent technology that required to automatically manage components/objects serialization/deserialization. So it still have 2 options - make a RTTI table required for persistent implementation manually or find a tool to generate it automatically.
    36. hplus0603

      peer to peer mobile design

      Two things: 1) Firebase claims: "Data is stored as JSON and synchronized in realtime to every connected client." This may sound convenient, but it means that every client will be able to see every state of every game. If that doesn't matter to you, then that's fine. If secrecy matters (say, a poker game,) you may need to take additional steps to make sure people can't cheat. 2) A public IP address alone only identifies a network interface. As you suggest, for a typical device, this will be the network interface of your firewall/NAT gateway. To identify a particular "service" or "application instance," you need an IP address plus a port. Thus, you need to store IP address and port in the database. Then you need to make sure that that port stays the same. You do this by keeping the connection alive; for TCP by not closing it, and for UDP by keeping a stream of messages going. But a public IP + port just identifies a connection, not a player. If player 3 wants to challenge some other player, you really need a unique player ID. Then perhaps you can have a look-up from player ID to current connection. However, connections, in turn, only work client-to-server, unless you also establish peer-to-peer connections, and to establish peer-to-peer connections, you need an introducer to do NAT punch-through. You can either roll this on your own using UDP sockets and some central server as the coordinator/matchmaker (this doesn't seem to be built into Firebase,) or you can use existing STUN/TURN servers and infrastructure to set this up. In general, "serverless" platforms like Firebase often end up being a poor match for interactive multiplayer games on the internet, because games often have unique requirements. Sometimes, you can use them, but you will pay a higher overhead than you'd pay for a custom game-specific solution. Sometimes, that overhead is OK, and othertimes, you really do need to develop your own infrastructure from lower-level primitives.
    37. The development process is very different, for the obvious reason that Node.js/ws is generally a Linux ecosystem thing developing in JavaScript or TypeScript and your-favorite-editor-plus-NPM, and ASP.NET/SignalR is generally a Windows ecosystem thing developing in C# and Visual Studio. If you're most comfortable with Visual Studio and Windows SQL Server, use ASP.NET/SignalR. If you're most comfortable with vim/npm and MySQL or Postgresql, use Node.js/ws. For performance, there is not a big difference between the systems. (Yes, you can build a benchmark to prove anything, but the order of magnitude is the same.)
    38. bencinStudios

      Six Shooter 2D

      We're developing a western-themed 2D platform shooter in the style of MegaMan (Metroidvania). Still in conceptual phase.
    39. Fulcrum.013

      Semi-complete Newbie

      I mean it too. It just to boring. Many simulation games has same abilities since early 2000-th or ever later 90-th. But level editor can not makes gameplay with boring mechanics better.
    40. Fulcrum.013

      Semi-complete Newbie

      While i has study at school i has mind that Pascal is better that ever can exists. On my first university day i sow a C++ and shortly found that it able to make same by 5 times less code and also able to do things that pascal just can not. Same with C#. For example stack temporary data, multiple inheritance and templates give abilities to make tricks that alow to solve very complexive tasks by tiny code. Just some simple tasks better to do using tools that yuo know better. But it not works with more complexive tasks. Tools for it have to be selected for task specific realities, but not by "developer better know other tool" reason.
    41. Kylotan

      Semi-complete Newbie

      Okay, speaking as a Moderator, this discussion has been seriously derailed. Please keep subjective opinions on languages and engines out of this thread, and any similar threads, as they don't relate to the original post or the original poster's situation.
    42. Fulcrum.013

      Semi-complete Newbie

      AAA game != a good game. Most of it is one other River Rider clone with advanced models but boring gameplay .
    43. NikiTo

      Semi-complete Newbie

      sure that! I was ok with C# because it was only two players playing against each other. It was for a project in school. I had no time to provide play-vs-computer option, but i planed to link for that to some 3rd party chess engine. I would not even try to code a chess engine myself, no no no, not so much fan of the chess game. After losing years with ASM, i learned the hard way: "always use the easiest codding language that fits for the task!"
    44. swiftcoder

      Semi-complete Newbie

      This is a generalisation that does not hold in practice. Professionals use the best tool for the job, taking into account cost, speed of development, compatibility with target platforms, etc. Unity comes out on top of this equation quite often (particularly for games targeting mobile platforms). Unreal comes out on top even more often for PC and console titles, with a significant number of AAA games in the last few years being shipped on the same engine available to you, for free. Yes, those teams likely customised Unreal Engine more than you can afford to as a solo developer, but the fact remains they chose a "free" engine for AAA titles.
    45. Fulcrum.013

      Semi-complete Newbie

      Now try do same on C++ and compare. Is your game have chess AI or it just 2 players game? Just from point where you need any (ever simpliest) chess AI you will found that C++ better option for it. Really i has made a basic AI that has solve chess tasks (find a mate in given number of moves) in couple hours on older C++ as homework by theory of games at 1997. And it was enought fast on Pentium 133 with 16MB of RAM. I gues C# AI never be made on comparable time and be same efficient. Becouse it unable to use stack for temporary data.
    46. NikiTo

      Semi-complete Newbie

      I made once a Chess game over skype in C#. For games like this, it is better to choice baby C#, The moment you are forced to use unmanaged code in C#, i think C# is not a good match anymore. Microsoft says managed languages are not suitable for multimedia and 3D APIs. That's why they provide them in C++.
    47. Fulcrum.013

      Semi-complete Newbie

      Of cource. So good developer that want to make a good game/gaming engine will select a tool that better fit task meeds. Obviuosly managed languages and free engines is not fit needs of serious development. So good developers just usualy select/make other tools that fit all needs.
    48. JoeJ

      Semi-complete Newbie

      I've heard it is very hard to replace PhysX in both UE and Unity and i don't know any game which did so. (One main reason for me to not consider them, so if anyone knows better pls let me know...)
    49. Fulcrum.013

      Semi-complete Newbie

      It really not a 2005. We have a support of patches for curved surfaces since DX11 hardware (2009) that make ability to have continuos LOD. Is any of free engines support patch models or patch colliders? So it just outdated. Other example - instancing. Complete hardware support exists since DX11 while partial GPU techniques kown since DX9. It has been added to Unity at later 2017. So it delayed at least for 8 years. And so on. Unreal engine of cource much better than Unity but have similar whitespaces. For example complete absence of IK system and ever basic proportional navigation algos that can be described as linked blocks that makes much robust and simplier way to implementation of stearing and aimin then blueprints. and so on.
    50. Rutin

      Semi-complete Newbie

      I don't use Unity myself, but you're not forced to use their server by any means and can find an alternative solution if you're unable to make your own. I also don't agree with the statement about: "Really engeenes that good for serious development nobody will give for free or sold for 100." ... So what about Unreal as they don't charge you a dime to use their engine until a certain income level has been met, or if you want to customize the engine. If anyone claims Unreal isn't a 'really good engine', then I really cannot take the rest of your claims with any seriousness. There are a lot of great games on Unity and unfortunately the reason why you see so many 'bad' games is because many new developers are using it, and it appeals to more an entry level audience. That doesn't mean if a seasoned development team picked up Unity their game would look and play like garbage.... This is far from the truth. Unity has it's problems, but no engine in existence can magically make a game good if the development team isn't putting out quality work. Heck, I've seen better games make with GameMaker Studio than some Unreal projects displayed on indie forums. Debating on if a game is considered "real" based on the engine or language used is ridiculous. Languages and engines are tools for development. If the developer makes a good game nobody buying the game even cares what fancy tools were used... Gamers want good games to play, they don't research all the development tools used before buying. Unity and C# are perfectly fine, and I'm saying this as someone who normally uses C++ and custom engines... I was even using C# when XNA was popular and made several games... So I'm not sure what your actual experience is in game programming, or how you validate what is considered a "real game", but Unity is a great choice for C# developers.
    51. Fulcrum.013

      Semi-complete Newbie

      I mean add-to-hierarhy-and-forget оbject managment technique. It good for calculator but it not good for ingame objects. Its quantity on scene has growth many times in comparsion with win95 games. Uniti dont have ever cylindric colliders. It have spheres capsules OOBB and mesh colliders same as PhysX. Also no one of it engines uses a collision prediction mechanisms that mach more efficient than collision detection and interpenetration elemenation.
    52. Oberon_Command

      Semi-complete Newbie

      The Unreal engine would like a word with you. More generally, even AAA developers are moving away from rolling their own tech. It simply costs too much to keep up with the latest advances in graphics and hardware technology with their own developers and artists/designers have become used to Unity and Unreal's workflows, so rolling your own tech would probably just mean duplicating what Unreal provides, anyway. Tons of indies (who ship actual games) use even Unity because rolling their own engine costs too much. And most games require very basic physics. Small games often don't even need more than basic rigidbody dynamics and axis-aligned bounding box collisions. For stuff more complicated than that there's Havok and PhysX and Bullet, and if I'm not mistaken, both Unreal and Unity have integrated those. What you're saying here was true, at one point - maybe like... 5-10 years ago - but the times have changed. It's not 2005 anymore. Are you running your code on machines that would run Win95? Windows 95 required a single-core, 20Mhz processor and 4MB of RAM. My several years old laptop has an 8-core, 2.4Ghz CPU and 12288MB of RAM. For many apps, the productivity gains of working in a managed language often outstrip the (miniscule) performance losses. I suspect most of the overhead is due to the GUI libraries and not C#, anyway. Yeah, no. Where are you getting this from? There's a huge single-player market out there. Bioware's RPGs like the Mass Effect and Dragon Age series come to mind. The Witcher was also very popular. And that's just in the West... Where do you live that single players are going so far out of fashion as to be non-existent? What do you mean by this? Do you mean scene graphs? I was under the impression that those had fallen out of favor in the game industry in the last few years. Or are you just talking about RAII?
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