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    1. Past hour
    2. Hey netsrik2006, Your animation is truly impressive! Loved looking at your work! I am not currently working on my own video game project right now but I am starting to talk to Antony (reply seen above) and seeing if we can work together on his project. He is actually looking for more 3d artists right now and his project is looking pretty legit so you might want to shoot him an email and see if its the right work for you, we might all be able to work on his project which would be awesome. Also, I see that you do a bunch of great stuff with your team so if you are interested in someone to write original music for your videos or anything of the sort, just let me know, I might be able to share some of my music and or make some new music for you and or your team! You can email me at - noahputrich@gmail.com Thanks, Noah
    3. katherinejonesin

      What game are you advise me?

      I want to start playing video games
    4. Thiago Monteiro

      Night sky star rendering

      Just out of curiosity: could you build a set of plane pairs to achieve this? One plane would hold the color information, the other some alpha mapping (for size and intensity), and then you could apply some post process to one or both planes. Maybe it is possible even with just one sphere-pair, perhaps. (also, maybe this more interesting information http://www.eastshade.com/creating-a-dynamic-sky-in-unity/)
    5. calioranged

      Normalising Ranges to -1 to 1

      glm::mat4 proj = glm::ortho(0.0F,960.0F,0.0F,540.0F,-1.0F,1.0F); glm::vec4 vp(100.0F, 100.0F, 0.0F, 1.0F); glm::vec4 result = proj * vp; After multiplying the above matrix by the vector of x,y,z,w coordinates, I can now see how the normalisation works: X: ((2/960-0)*100)+(0*100) + (0*0) + ((-960+0/960-0)*1) = −0.7916666667 Y: (0*100)+((2/540-0)*100) + (0*0) + ((-540+0/540-0)*1) = −0.6296296296 Z: (0*100)+(0*100) + ((-2/1--1)*0) + ((- 1+-1/1--1)*1) = 0.0 W: (0*100)+(0*100)+(0*0) + (1*1) = 1.0 But how are the matrix elements decided in the first place? For example why is (2/right-left) in the top left corner, why is (- right+left/right-left) in the top right corner. Is there a computation before hand that determines where these matrix elements are placed?
    6. Today
    7. I'm trying to figure out a good way to draw a realistic night sky consisting of stars with wildy varying magnitudes. There is the classic and easy solution of baking everything into a skybox, but not only does this require an exorbitantly high resolution to look nice and sharp, it also limits the potential dynamicity of the night sky. Using points to do the job then seems desirable, but how the points should be rendered exactly still leaves me uncertain. Taking inspiration from existing star-rendering implementations, there are a few different techniques with their own ups and downs. Crucially, aliasing shouldn't plague the image quality, as naïve single-pixel points will look strange indeed when the camera shifts its orientation ever so slightly. Another aspect to consider is the implementation of glares from bright stars. Ideally, this should be done in a post-process bloom pass, but this may not be sufficient for tiny points in the sky that may take up just one pixel of the screen. Glares could instead be drawn as a part of the star-rendering process, but this requires some extra consideration if it should work in tandem with tone mapping and exposure control. Finally, there's the question of how large the stars can appear to be. In the real world, stars are far too tiny for the eye to perceive the actual shape of, let alone a pixel at conventional resolutions, so a realistic star should never occupy more than a quad on the screen, excluding the glare. However, if the desire for a fictional night sky arises, there may a need to include an extra parameter of apparent size into the equation. Some examples of implementations inflate the apparent sizes of all stars, even if they are very faint, which I think looks unappealing and unrealistic.
    8. Hi, I'm new to the forums and new to game development, my friend and I are creating a 2D sidescroller and would like feedback on the concept. Our goal being a completely free to download IOS game, and or a desktop release. The art is game is this artist's first work with pixel art, and we would love feedback. Please note that the art in the screenshot is far from being final. The game is coded in Java and has many custom coded systems such as physics hard and soft, entities, parallax backgrounds, dynamic blood and more. We are aiming for a summer release, so any constructive criticism for now is much appreciated. The environment is wet and harsh, the rules of this underwater food chain is clear; eat or be eaten. Spawn as small albacore (Thunnus alalunga) who's presence is over shadowed by a multitude of creatures. The food chain in this environment is dictated not only by size, but by wit. There are many reef fish that populate the abundant kelp and coral, such as Damsel (Pomacentridae) and Angel fish (Pterophyllum). Others prefer the open water. Tuna (Thunnini), Swordifsh (Xiphias gladius) and whales pass over the reef individually in a brave dash, or in larger pacts to avoid even larger predators. The taste of blood travels quickly underwater, they say, as sharks and almost any other fish can at any moment take your pray. Eels (tobacco hornworm) lurk under the sand and rockfish disguise themselfs as small rocks . Use your environment to your advantage as your fight your way up the food chain and subsequently deeper into the ocean. Almost everything that can swim, will probably try to eat you. Then again, the climbing perch (Anabas testudineus) fish doesn't need to swim. Think a fishy-like game with complex enemies, a lush handrawn environment and items to visually augment and change gameplay upon each play. gifs: https://i.gyazo.com/834a7a64c928166c510b058e3035945e.mp4 https://i.gyazo.com/936152211250d28f88ee085cdf537e15.mp4 https://i.gyazo.com/d2d889c2e32c7c8d26a02b3f5c97d62e.mp4 screenshots: - Jake from Black Ear Studios
    9. _Silence_

      DevIL errors appearing out of nowhere

      And what about debuging what OpenIL is doing ? To my opinion the most probable solution is that a dependency has been removed (ie libpng or so). Finally, with that few information (just the output of your program), you'll end up with blurry guesses only.
    10. I think there was probably a miscommunication here. The 'shortest arc' algorithm is simply a possible (perhaps preferable) replacement for how you're currently building your component quaternion(s). It doesn't have any direct bearing on the roll issue. Regarding comparing the various methods for performance, operation count, and so on, I'm just going off my recollection and my intuitive sense of what's involved in both methods, so I would certainly double-check that independently (as you said you intend to do). I'd also suggest that, depending on the circumstances, with respect to this operation, fine-grained efficiency may not matter much unless you're performing the operation many times per update (e.g. hundreds or thousands). For what it's worth, I did address that in my previous post. Also, my search for 'look at quaternion' led me to some other resources on the same issue, so you might dig around a bit online and see what you can find.
    11. ChrisCorr

      Trailer Squad

      Hi! Need a trailer for your game? Trailer Squad has been creating trailers for devs of all shapes and sizes for over 5 years. We have experience with all platforms and all genres, including VR! We love working with indies and our prices reflect that. Visit us at www.trailersquad.com and get in touch with hello@trailersquad.com if you have any questions. Take a look at our showreel: And here are a couple of our latest trailers: - - - Thanks for your time!
    12. Hello everyone 😁 Today I joined this forum to seek some advice from other people since I don't really know where to start. I myself love to play video games and often get inspired and create my own ideas and games in my head but never really sit down to try and create them. Late last year I finished my studies in computer science and now working as a software developer. I mainly program in unity with C# and Python (Django) with Postgresql as backend. In the last two years I learned alot of stuff and I still dream of making my own ideas become real in the future. Sometimes I think on sitting down and just starting with some basic stuff like character movement but then just stop working more on it. One of the main reason that I just can't find the motivation for it is, that I can't make any graphical stuff. I mostly would like to stay in the pixel art region but I just can't make them myself and don't really know where to get the right ones I need/want. Maybe just finding a bit of motivation to create some basic stuff and just keep the graphics as simple cubes would be the best start, atleast that is what I tell myself in my brain. So now I found this forum and try to get some advice where I really should start and what beginner problems I could avoid since I already got some knowledge with unity and backend programing. Thanks alot for all your efforts on helping me out ☺️
    13. rblau


    14. Hey guys, I'm thinking about becoming a musician for Video Games/Films. I don't have any experience creating music professionally though, and I'd like to gain some. So I thought I'd come here to find someone making a game who would like to work together with me. So if you'd like some music for your game and have some patience and feedback in return for me, just contact me here or email me (flegmon.lp@gmail.com) or something. I can't promise a masterpiece, however I will be putting quite some effort into this. My strength would probably be acoustic music, classical, folk, jazz that kinda stuff. Don't really like metal or hardcore Looking forward to working with you
    15. 8Observer8

      TDD and Simple Game Math

      I just rewrite these simple examples from the Youtube Channel of that guy to C# and TypeScript for practice in math, programming, and TDD (writing unit tests). I think it is good to have everyday practice with math because human brain has a property to forget something that you do not use. I have a lot of book in eBook format. I study a few of them: 2011 - 06 - Mathematics for 3D Game Programming and Computer Graphics - 3-rd edition - Eric Lengyel -> description 2011 - 11 - 3D Math Primer for Graphics and Game Development - Dunn F., Parberry I -> description 2013 - 04 - Physics for Game Developers - 2nd Edition - David M. Bourg, Bryan Bywalec -> description -> source code 2014 - 05 - Physics for JavaScript Games, Animation, and Simulations - Adrian Dobre, Dev Ramtal -> description and code And I study these lessons: Linear algebra (Khan Academy) Math for Game Developers (video lessons) The Book of Shaders (free online book) Theory is important but practice using programming is more important. I think it must be: 20% theory and 80% everyday practice.
    16. Stein Ove Helset

      New trailer for Scolors v1.2.0

      Version 1.2.0 of Scolors have been released on Google Play and will soon be released on iOS . Here's our new trailer:
    17. Ada Maskil

      Where to find music ?

      There are a lot of Royalty-Free music options that are great for very low budget indie games and "first timers". They are especially good for Mobile, Retro, and Platformers that use mostly 1 or 2 songs through the whole game. I agree with mr_tawan that the benefit of hiring a composer is that they bring a lot of specialized experience to your project and help the finished game have a polished appearance that will be taken more seriously. If you plan to make money off of the game or want to be able to sell the soundtrack, you could negotiate a percentage of the sales to pay the composer after the game. In my opinion, the best option is to try to find some composers that you really like their music and try to get to know them. That way if your game is particularly interesting to them, maybe they will do some discounted music. As a composer, I will cater a lot more to a Game Developer that is new to the field and making something unique that I will really enjoy. But to reiterate, asking for free music from a composer is going to offend a good composer.
    18. Great to hear, however I'm not sure if using TGA permanently is the best thing for your workflow. It's kind of an ancient format and filesizes are usually large (often uncompressed). It may also be marginally supported by other tools you might want to use. Aren't there any other converters that can do the job more easily?
    19. Hey guys, I'm making a website for my project and one of my friends told me I should include a social media link despite me believing is not necessary. www.houseofignotus.com Therefore would like to hear about based on your knowledge and experiences on which social media would be the most effective way to engage with players. Thanks =D
    20. Thank you for the responses. The shortest arc quaternion also produces a roll unfortunately, so we're back to square one. @Zakwayda, it's really interesting to hear that calculating the matrix and extracting the quaternion was actually more efficient than calculating it directly.. I'm going to profile it once the function is completed. The goal of the question is to specifically calculate the "fixing" quaternion.
    21. Thanks a lot for your help, it looks like everything is normal. I`m able to create premultiplied and straight alpha images. The RGB channels are intact when in straight alpha and they're properly "clipped" when premultiplied. I was just interpreting the results incorrectly from inside my application. So using .TGA was the fix I needed.
    22. Make sure there are no transparent pixels in your base image, or color changes on the edges of opaque areas. The colors there should bleed outwards to fill the entire canvas. Also check your alpha channel in the channels panel. Not sure if premultiplication is an issue but I have never faced it. How do you mean the effect is visible? Inside a viewer, your application? Frankly, I'm currently not using Photoshop nor DDS files so I cannot give you any more particular information than that.
    23. IronicallySerious

      DevIL errors appearing out of nowhere

      I have been using the same PNG file for 8 months 😅 But I did try to load different PNG files and even different formats but it still gave me the same error.
    24. Alberth

      DevIL errors appearing out of nowhere

      It's all the same image, so perhaps that's wrong? Tried loading another image? It says "invalid extension", maybe it's not a .PNG file?
    25. I'm using photoshop cs5 here, is it considered old at this point? I just tried TGA and it does save the alpha channel! The output from texconv is: reading .\cat_bmp.tga (512x512 R8G8B8A8_UNORM 2D) as (512x512,10 BC3_UNORM 2D α:NonPM) writing cat_bmp.DDS It says that the alpha is "NonPM", however it clearly seems premultiplied to me since the transparency effect is visible in the image. Shouldn't the transparency effect not be visible unless the alpha is premultiplied? Also interestingly texdiag.exe says that the alpha mode of the .DDS file is "Unknown". Maybe it's actually premultiplied?
    26. PNG should work. Are you perhaps using an older version of Photoshop? I had some problems with that in the past, TGA is your safest bet in such case.
    27. No not at all, I also tried with a PNG with no luck. Is there a better format?
    28. Do you have to use BMP? It's not exactly a convenient or portable format to use with alpha channels. Not to say the format is obsolete altogether. Try a more common format such as PNG and see how that works.
    29. I'm using unity and I always end up stopping my prototypes and one particular point-when I need to make the character controller. I can get away with setting the velocity directly in prototypes but it results in shitty game feel. If I use kinematic bodies then I can't do collision against enemies/walls. Physics interaction is another nightmare. And if you don't use kinematic rigid body then your player can be pushed by enemies in unrealistic ways. I'm might not be a coding expert but when it comes coding systems like damage or anything that isn't reliant on physics, I can do it without much of a problem. It's the physics related stuff that always gives me headaches. What's worse is that I can't even find any articles/tutorials on this aspect at all. I can ask questions on the unity subreddit and all I get is that it's highly game specific and I should I implement it myself. But where do I even start? Sorry for the rant. But this is an issue which must have been solved already. I'm sure that there are already assets for this but I can't afford them and I'm very much willing to do the work myself. Please, just tell me what I have to do.
    30. I have a bitmap file that I created in photoshop that contains an alpha channel. When I try to use texconv to create the texture, the resulting texture only contains a fully white alpha channel instead of the alpha channel that I created in photoshop. The arguments that I passed to texconv are: -f BC3_UNORM .\cat_bmp.bmp -dx10 -y the output from texconv is this message: reading .\cat_bmp.bmp (600x400 B8G8R8X8_UNORM 2D) as (600x400,10 BC3_UNORM 2D α:Opaque) writing cat_bmp.DDS I find it suspicious that the output says that it`s reading alpha as "Opaque" since the result I get is an alpha mask that is fully white... which sounds like what the output means by an "opaque" alpha. What could be causing my alpha channel to turn all white?
    31. Pepsidog

      Which game engine?

      If you want visual scripting, then Godot engine has a visual script editor.
    32. Gidrek

      TDD and Simple Game Math

      Cool! I just bought one book about Maths in Game Development and your channel is very interesting.
    33. Rutin

      My Graphics Bin

      I'll occasionally share my "unpolished" and "polished" 2D and 3D art in this album.
    34. Awoken


      Welcome GameDev, here we are, finally. What I’m attempting to create is a strategy game unlike any-other I’ve ever played or anyone in my immediate social circles have ever played. What is yet to be determined is if it’s actually going to be any fun. I’ve got a lot of, what I think are, novel ideas and am curious to see how it will all play out. If you’re unfamiliar, the project I’m working on is called unirule. It’s a global strategy game involving 50+ players. The beginning of the game takes place during early human settlements. The world will be home to thousands of simulated people called simulin. Your goal in this game will be to gain majority influence over all simulin. The goal of this blog-series will be to explain further details about specific game elements. In this specific entry I will give a brief overview of the four main components of this game. I will then write a blog entry for each of the four main classes a simulin( simulated person ) can have at the beginning. I haven’t the foggiest idea how long this endeavour will take, could take 6 months, could take 6 years; however, what I can say though is by the end of this blog series you’ll have a full understanding of just how this game will work. Now, I’ve got some questions for you( rhetorically 😞 - Do you enjoy the Civilisation series? - Do you enjoy the SimCity series? - Do you enjoy MMO Browser games such as OGame, or Zelderex? - Do you enjoy 4x strategy games? If you answered yes to all of those questions then what I’m making is meant for you( and you should subscribe ), if you enjoyed two or three then you’ll want to stay posted, otherwise this project may not be your cup of tea( just saying ). Influence The most important asset you’ll aquire in unirule will be simulin. Each simulin will have 5 slots of influence available to the worlds players. Once a player has acheive influence over 3 of those 5 slots they will gain majority influence over that single simuin and their over-all Influnce Counter will increase by one. If there are 5000 simulin in the world, a player must gain influnce over 2501 simulin to achieve victory. Man-hour The simulated economy in unirule will be backed and bench-marked by the man-hour. All initial value will be derived from the number of man-hours it takes a specific simulin to complete a specific task. Of course no two simulin are alike and a simulin’s notion of ‘value’ is entirely relative. All actions you assign to simulin will require a certain number of man-hours to complete. And of course there will exploitable sources of man-hours such as animal-power, harnessed energy, and slaves. Intimidation With fear and awe you’ll challenge other players. The outcome of battles will be determined long before the first strike. The first to flee will taste defeat and those who rise to the occasion will have their spoils. Intimidation will come with training, moral and honour; however, one can choose to be ruthless and remove simulin from the simulation. Prestige The more socially organised and well defended players will acquire prestige. Word will spread of the Monuments, oral-traditions, and wealth of your people so as to attract others. Prestige will influence how successful you are during negotiations and how easy it will be to have demands met or awe and wonder through generosity. So there you have it, an glimpse into the game I want to make and have given so much thought to. There is much more to explain, specifically what the player will actually do. I’ll be explaining in further detail how the players will play this game when I explain each of the four main classes. If you’re at all interested in the technical underbelly of the framework, I have another blog series called unirule:framework. In it are more details about the logic and coding that supports this game but not so much the actual game-play. Updates to that blog will be done each time there are additional features added; however, they will be less frequent now as I’ve changed focus to the actual game. In my next blog in this series I will introduce the Farmer and explain in full detail what the player can do with their farmers. However, there is a ton of programming to be done so it may not be for some time. Ultimately, in the end I want the four bases classes functioning and have game sessions involving multiple players to see how this all works. And if in the end it lacks, so be it... I will haven taken my crack at it. 😄
    35. Hey, great music - I am a exp coder/designer, and here is a link to my new product, if you have any interest helping.
    36. A lot of RTS games almost ignore the 3D aspect, at least when it comes to movement and handling the map (ai/pathfinding/etc.). Steep slopes/cliffs are marked as unpassable tiles in some way (similar to water). In that case, you might do movement as I described. Then just get the height for the units location, and the pitch and roll according to the slope (e.g. by taking the angle between the heights in tiles ahead, behind, and each side of the vehicle). If your using a heightmap, well then that is exactly the data you need, if it is a free form mesh/model, see what the engine provides. But it should be similar to how people, trees, buildings, etc. determine their height on the map / "collision detect".
    37. Yesterday
    38. 8Observer8

      Which game engine?

      There are many specific things. For example, Unity is not the best for HTML5 games. Yes, you can build your game to HTML5/WebGL from Unity but Unity Team does not support WebGL build on mobiles. You can read about it in official documentation on this page: https://docs.unity3d.com/Manual/webgl-browsercompatibility.html If you want to make HTML5 game you will get, for example, Phaser or Pixi.js for 2D or Babylon.js or Three.js for 3D. It is difficult question why someone prefer one tools and do not want to use another's. I like to study these WebGL tools because you can run HTML5/WebGL games with one click from any OS. But someone do not like WebGL and I do not understand why. Tastes differ.
    39. 8Observer8

      Which game engine?

      Book was written in 2010. Modern OpenGL existed. Author said at the beginning of the book that the book are not about graphics and he chose deprecated OpenGL. I like that he uses TDD and the examples of his book are with unit tests. I rewrite examples in modern OpenGL 3.x using OpenTK. I think most of ideas from his book will be actual a long time. No, I did not know. Thank you! I knew only about his old website: http://www.godpatterns.com/
    40. Meovyle

      Which game engine?

      Im not really interested in tilemaps/physics and Godot looks more beginner friendly with its visual script. So is unity still better tho? So what engine is better in doing specific things? Like your personal favourite? Hm... going to check it out later.
    41. Hi, I would love to be a part of your project! :). I do 3D Modeling & Animation - Virtual Reality - Game Development (UE4, Sony, Xbox One and more). I also do video productions (editing/compositing as well as VFX. You can visit my portfolio showcasing my expertise in modeling 3D Characters, Vehicles, and Objects. I am very flexible and easy to work with so we can talk anytime if you have any questions or clarifications, some of my work below. Artstation: https://www.artstation.com/toussaintlouverture V3 Trailer: https://www.youtube.com/watch?v=Q8EVVWYDrRc V3 Short Demo: https://www.youtube.com/watch?v=diQPu9Iyygg CGI Realism https://youtu.be/MLOot9MqwKU , https://www.youtube.com/watch?v=Yem0UefREDY My website: http://eartisan.ca My Skills: Auto Desk Suite - 3DS Max/ Maya / Motion Builder Rendering System - VRAY / IRAY Modeling Systems - Z Brush / Mud Box Adobe System - After Effects / Photoshop - Illustrator / Premier Pro Game Engine - Unreal Engine/ Cryengine / Unity Thank you!
    42. Gidrek

      Which game engine?

      Yes, Unity is by far more popular than MonoGame. As you said, we have a lot of opportunities for making games, not just Unity, we have Godot, Unreal, GameMaker, RPG Maker, Buildbox, Cocos2D. I just gave my opinion and is because I like MonoGame and for now, just I am doing as a hobby, like a soccer player amateur. If you prefer Unity and OpenGL and is for your dream, go ahead and be happy. PD: I have C# Game Programming book too, but now is a little outdated, but is a great book! Do you know that the author has another site? (https://howtomakeanrpg.com/)
    43. 8Observer8

      Which game engine?

      But now we have a choice: MonoGame or Unity. It is a question: what is interesting for the concrete person: linear algebra, GLSL, reading of specification of OpenGL, game design? We will have very different answers. I do not worry about low-level API because I like to study it. If you worry about low-level API and GLSL you do not be motivated to study OpenGL specification. I write my little 2D and 3D game engine in C#/OpenGL and TypeScript/WebGL because I like to study these books: C# Game Programming and Build your own 2D Game Engine. They are my favorites books. And I spend my time on Unity too. Sorry but MonoGame is not popular like Unity. For example, I know 4 companies in my city that make mobile games in Unity but I do not know companies in my city that makes games in MonoGame. I need to study Unity in short time because I want to work like a freelancer with foreign customers. I need to study GLSL because HLSL is similar to GLSL and I should to know how to write shaders for Unity. I think I cannot write games in Unity without shader skills and with my terrible English skills If I to start MonoGame now I will spend my time because I need to start making portfolio. I know that Unity is more popular in freelance websites than MonoGame. I know that I can do it or else it will be death for me. The question is "death or life". My dream is my life. I have been learning Unity and modern OpenGL/WebGL since 2015. I cannot spend my time on MonoGame now. Sorry.
    44. Gidrek

      Which game engine?

      Thanks! MonoGame helps you to learn how to program a video game but without the worries about more low-level programming. I am learning a little of Direct2D and OpenGL just for fun and know some game internals.
    45. In this Blog Entry I will translate examples from the tutorial Math for Game Developers from C++ to C# and TypeScript. I will add unit tests to the examples. I use: NUnit and NSubstitute for C# Jasmine for TypeScript C# and TypeScript are very similar. TS has: properties and generics. TS has keywords like C#: interface, abstract (for classes and methods). Author of C# and TS is Anders Hejlsberg 001. Character Movement (Points and Vectors) TypeScript TypeScript Demo: Click to run the example in Sandbox TypeScript Source Code: 001_PointsAndVectors C# C# Source Code: 001_PointsAndVectors
    46. 8Observer8

      Which game engine?

      I want to add what I think about it. Everything depend on what do you like: coding or design. Some tools allow to minimize coding for example: Construct 2. Maybe GameMaker is similar to Construct 2. I can wrong. My idea is that some people hate to write text code they prefer to use VPL. I prefer to write code (excepting of UML, Flowchart or DRAKON). I like to use TDD (Test-Driven Development). Unity has built-in tools for TDD. If you want to know about TDD you can watch this video from the Unity conference Unite 2016 - How to Realize the Benefits of Test Driven Development
    47. I am looking to develop a 3D Graphic Adventure - Inspired by classic games like Beneath A Steel Sky and Monkey island; in style. The game will not be 2D, it will use a custom 3D engine/ide that has been in dev since 2017, called VectorEngine. The game focuses on a galactic war between two space-faring races in a galaxy far away, as it goes. The main story will resolve around Vince and his companion, Opia. It will have puzzles, story, cinematics, mini-games and some combat sections. So, we are looking for - 3D artists(Environment/Character/Props) and 2D Artists(UI/Menus/Textures) - Also we are looking for one or two creative writers. Finally, a C# coder with experience with 3D engines, and OpenGL(Via OpenTK) would be helpful. This is a product intended to be sold on online stores etc, so there will be royalties and future reward, but no immediate pay. Although the engine/ide are quite far along, the game is a new product intended to be made with it, so no screenshots yet. I am Antony Wells, and I am going to code and help design the game. All members who join can also help with design, whatever their main role. Reply here or email me at antonyrobwells@gmail.com
    48. Hello, My name is Noah Putrich, I have been making music for about 6 years now and would love to start working with other game developers, that share a creative passion, to make video games. My music is very unique and otherworldy so I am trying to find a game dev team that is making a new world and is very unique. Here is one of my favorite songs -
    49. 8Observer8

      Which game engine?

      I started learning MonoGame a few years ago. MonoGame uses OpenTK for binding with modern OpenGL. I use OpenTK now to study how engines works under hood. @Gidrek I saved your Intro in bookmarks of browser. I see that you make good tutorials. If I will start learning MonoGame I will study your tutorials. Thank you for your job.
    50. Gidrek

      Which game engine?

      Actually, I am doing some MonoGame tutorials. If you want to create a game with C# and learn about game development, I suggest taking a look at MonoGame. Because you're going to build from scratch a lot of things but you will know how to program a game. Intro to MonoGame
    51. khawk

      Leadwerks Game Engine 4.6 released

      Leadwerks Game Engine 4.6 is now available. The update adds Steam peer-to-peer networking, lobbies, voice chat, and more. A new multiplayer game template makes it easy to get started with your own multiplayer games, adding new depth and interactivity to the fun. The release also includes over 100 bug fixes. New Classes: Lobby P2P Voice Other changes: New parameters for better control over physics springs. World::Update() now has an optional parameter for number of sub-steps, can be used for improved physics precision. Model editor view range is calculated from model extents, so if you load a model that is huge it won't be invisible. Model editor displays number of limbs as well as vertices and triangles. Settings file is now saved any time changes are made in the options editor. Menu item added for Leadwerks Marketplace. Menu item added for Discord chat. Linux version of engine now built on Ubuntu 18.04. Learn more from the Leadwerks blog. View full story
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