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Showing content with the highest reputation since 04/15/18 in all areas

  1. 6 points
    I've put together some tutorials that explain the ideas behind Marching Cubes and Dual Contouring. Maybe it'll be useful to some of the forum-goers. Marching Cubes 2d Marching Cubes 3d Dual Contouring Each tutorial comes with sample code in Python. Let me know what you think. This is the first time I've written a tutorial, but may do more if people want them.
  2. 4 points
    I'm always interested in learning others' stories. How and why did you start learning game development? Mine: Like most of us, I grew up playing games. My earliest memories are playing games I can't even remember the names of on Atari, Donkey Kong on Colecovision, and I remember when I received a Nintendo along with Legend of Zelda, SMB, 10 Yard Fight, and Top Gun. My imagination would run wild during my days at school, so I started doodling levels and maps for different games. I'd draw my favorite characters, like Link and Mario (if I had the motivation I'd dig up the Mario coloring book I made when I was a kid and show it), then come home and play more games. I did a lot of other things as a kid, but any "down time" was playing games. Then I learned that you could do that for a living, and around that time I also got some exposure to computers. Some in my family came across a Commodore Plus 4 at a garage sale, and while they didn't know what I could do with it (if anything), they left it up to me to figure that out. In the manuals was a BASIC programming guide. And that's when I learned how to make games. "Flip a coin" was the first. Don't discount that simple BASIC code. In fact one should never discount anything based on its scope. The act of making that interactive, RNG, text-based game opened the mind to all kinds of possibilities. More simple games followed - and then I learned how to render lines on the Commodore and my focus turned to graphics. As I learned more about programming, my ambitions expanded, and I shifted into a pattern of learning more about game development by trying to replicate gameplay from games I loved to play. I jumped interest in BBS games and started writing a clone of BRE and SRE in Turbo Pascal. I did a TradeWars 2002 clone and a few other ideas I'd play with, like multiplayer games over a serial connection between two PCs (had to write the serial driver). I loved to play Warcraft, and one of my first C/C++ language uses was to make a text-based/ASCII turn-based, two-player Warcraft clone. Somewhere along the way I came across mode 13h. I spent many nights learning 3D graphics and rendering spinning boxes. Various other game projects came and went. I loved to read others' source code and learn how they approached many of the same problems I've faced. These days I can easily spend hours on Github. GameDev.net spawned out of a love for all the above and a desire to make it easier for people to learn and connect with others about game development - and nearly 20 years later (in June 2019!) all the above is still fuel for the fire. Eventually, I got a job in the simulation training industry - basically serious games interfaced with real equipment for training purposes. I worked on various products for a few years until we made the decision to upgrade our technology. Unity was brand new and barely functional, and UE2 lacked the necessary features, so as Technical Director I architected and led a team to develop an internally used game engine and toolset (entity-component) based on ~40 commercial/open source packages but with many of the same content creation capabilities in modern engines, including things like blueprints. The goal was to build a simulation and training curriculum without having to write a line of code, and we came very close to achieving that in most cases. Production went from ~12 months to ~3-4 months. Big win for the company and a total cultural change. Now I'm in semiconductors with a team working on developer tools, and we work with a lot of developers around the industry. Depending on what you do, it's possible you use my team's products. My game making days are pretty minimal, but I always have the urge and a list of games I'd like to work on. But making sure everyone here has a game development community through GameDev.net tends to take most of my free time. [EDIT: I should clarify why I didn't go into games. It basically came down to a certain type of work-life-pay-location balance that I wanted to have at the time I started my career, so instead of going into the industry I decided to do the next best thing and work where I got to work on the same type of technology, but the end product was different. I've thought about going more directly into games in more recent times, but I'm at a much different stage of my career now (engineering director-type) so it would have to be the right fit.] Having said that, it's motivating to see what everyone is doing, and I appreciate seeing how the industry has evolved since those early Commodore days. So, what's your story?
  3. 4 points
    Ah yes, DarkBASIC, that was my starting point too for programming. I dropped it pretty quickly though once Unity became free. Well like many I absolutely loved and still love gaming. I'm a lot younger than most on here, so my experiences are pretty different. This story starts when I was 10/11 years old. My mom, a professor in an IT related field, saw my interest and saw this software known as Alice, though back then it was still Alice 2. To an 10/11 year old kid who was interested in how games are made, this was the most amazing thing ever. Dragging and dropping commands to manipulate a 3d world was amazing. I made several small games with it, but soon reached the limits of its capability. So in middle school, I moved on to try learning programming. I learned a language known as DarkBASIC, and tried building stuff with it. I didn't get far (DarkBASIC just isn't that great honestly), and moved on to learning Java, etc. At that time, Unity was made free, so I built several small world explorer type things. I learned some very basic modeling with a software known as 3D Canvas. Now this is where my story diverges a bit from others here: I started to lose interest in pure game dev and became interested in things like AI and machine learning, ultimately prompting me to pursue a degree in Computer Science. Game dev would sit on the back burner for some time. The past two years did see a bit of a revival in a very related field: 3d art. In particular, I became much more interested in just pure 3d art. So nowadays I spend more time on these sorts of things: (The above is a work in progress btw) I've attached some other pieces, of which the last two are 1 day mini pieces. But this is what I do on the side. My job now is in software development, about 1 year out of college. I'm still figuring out career directions (which include graphics, machine learning/AI, or something entirely different), so let's see where I go. I've toyed with several game ideas and still use Unity for making cinematics, but I haven't actually worked on a game as of yet. Maybe I will once more potentially. Still a huge gamer of course!
  4. 4 points
    I'm moving GameDev Challenges to the new Groups feature, which I'm rolling out as a beta as I work out the kinks figure out how best to integrate it with the community. (so many ideas!) I've already created a GameDev Challenges Group. You can also access groups through the Browse -> Groups menu item. Join the group and check out the group announcement! I'll be posting the next challenge there within the week. Thanks for making the GameDev Challenges a fun and successful part of the community. Let's make it even better with the new Groups feature.
  5. 4 points
    You make me wish I started earlier in my life. Well, for me, it's a long bumpy road.. I grew up around Nintendo super Mario, but it never impressed me. I was mostly disinterested in video games, up until Doom. I realized that video games can invoke a lot of emotions. They were art. From there, I experienced Wolfenstein 3D, Out of this World(Another world,) Blackthorne, Bioforge, Little Big Adventure... the list goes on, and on. They inspired me in many ways, and left a significant impact in my life. As well, being dyslexic, a few of these games allowed me to push myself to read, and when voice acting was involved, allowed me to follow along. Video games have always been a special place in my life due to this. So, this sparked my interest in developing video games as I wanted to bring that love that I have to someone else. To keep the inspiration train going, so to speak. Unfortunately, plagued with depression and self-confidence issues, I felt I was too dumb to make a game, and never pursued until I was 18. Found out that I really could not code, wasn't a great artist, or anything... Around the time I joined GameDev.Net. I stayed in the community while floundering from C++, to C#, to python, to C# again, but then gave up on programming. I had hoped to thrive as a writer though. I ended up actually working with someone from IRC #GameDev developing Deadly Dungeons for the android. Seemed to be a modest success. Then a few failed projects after that. I found more frustrations than enjoyment, unfortunately. So I moved on from the game dev, and just kind of did art for a while. Yet, video games keep calling me back. I decided to take up learning Japanese as one of my means to step outside of my mental imposed "I cannot do this because of x" toxic thinking. So, despite my dyslexia, I said I was going to learn japanese and translate this video game. The video game was XZR II(exile.) Took me 4 years, but I translated it, and did a let's play on it. Then moved on to translating the first game of the series (which is still incomplete.) However, I realized I needed a marketable skill. Translating was not teaching me japanese well, and I could not justify the time spending on it. Yet, I wanted to keep doing something game related. Three years ago, I got a job at a financial office. They had programming learning courses in the skillsoft website, and would look at those during slow periods. Suddenly, it all clicked. Programming made sense. Took me 10 years, but it clicked. I picked up python, and wrote a program that simulated grocery shopping, but the computer shopped for the items you told it to collect. I wrote this in a month. That concreted my path at the moment. From there, I made Tic-tac-toe in C# console, pong in Unity, Snake in monogames, and now extending on snake in C#\Monogames. Confirming that I can do this, maybe not as well as others, but that I can. Currently set up to go to college for computer science. Also, I am currently debating learning project management skills, and forming a team to make games I would otherwise not be able to. Time will tell though.
  6. 4 points
    QFE. Formatting a format string is a bad bad thing to do. If you include any user input at all, you're opening a gaping hole (imagine a username of "%s"). It's as if you've said to yourself "how can I take one of the most insecure, error-prone, dangerous parts of the language and make it more error-prone, dangerous, and insecure?" Then, of course you come here asking "I've made the most error-prone part of the language more error-prone and now I have an error, can I keep digging until I find my way out?" Modifying format strings that get used elsewhere at some unknown time is implicitly modifying global state as a side-effect of your functions. Instead, make your functions pure and have them returns already-formatted strings, only assembling them into larger strings when you have control and not as a global variable.
  7. 4 points
    Nintendo Switch is the only console that uses mainstream graphics APIs (GL/Vulkan supported). Every other console uses/used a custom API. PS4 has GNM, which is lower level than Vulkan, plus a wrapper around that called GNMX which makes it look a little closer to a D3D11 style API, and then a semi-unofficial wrapper around that to make it look like a GLES style API. Those wrappers are only recommended to get started, with the recommendation to eventually port to raw GNM. Xbone has D3D11.x and D3D12.x which are very similar to their PC counterparts, while also being very different in some key areas. PS3 had GCM, Xb360 had D3D9.x (again, very different to PC), Wii had GX. Everything earlier than that was even more fragmented as the concept of a GPU hadn't solidified yet... An indie dev who shall remain unnamed started a rumour that GL was the fastest API on PC and that it was used by the PS3 years ago, and for some reason many people still regurgitate this as fact... If you're making a cross platform game, you've always needed to have multiple graphics API back-ends. Even if "cross platform" just means Win/Linux/Mac to you and you believe in "OpenGL everywhere" - that's at least 7 different OpenGL implementations that you need to test your code against and almost certainly make code tweaks/fixes for (every manufacturer implements the entirety of GL from scratch, with differing core behaviour, extension support, performance characteristics and shader-code parsing abilities). It's quite likely cheaper to use D3D and Metal rather than doing the extra GL QA work on your Windows/Mac ports! The SDK was rolled into the Windows Platform SDK. The toolkit is the equivalent of the old D3DX library - very useful utilities that most apps will need, but aren't "core" enough to be part of the D3D API itself. "Practical rendering and computation with direct3d 11" is my go-to reference for D3D11
  8. 3 points
    Hi guys, There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there. Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test. On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres). This method can be naturally extended to clustered light culling as well. The following image shows the general ideas Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included! Eric
  9. 3 points
    Ive finally put together this demo. Only one enemy, but I hope you will like it and leave some response. My main goal is inventory system. Grid functions arent my favourite thing, but I will still use them, but first I wanted to show you at least some of my work. Errors will probably appear, Im sorry for that, but the base is good in my opinion. Im NOT an artist, my sprites are bad and I know it, so ignore them now. Here is my work so far --fightSystem for rpg3.zip--
  10. 3 points
    I started writing and I realized I'd already written this story before, so to save time, I'll just link it here
  11. 3 points
    Hey All, Another week another great update! So we have several new features that were implemented. First, we now have a start screen with a menu. Right now I'm just using the starting room background for the artwork on the start screen. This is only a place holder and will be changed. Right now the options to select are; New Game, Continue Game, Arena, Store, Credits, and Quit. 3 of these options currently work. New game starts the game and continue game works as designed, more info below on how that system works. Arena mode, the store, and credits are placeholders. The quit option currently quits the game but that will be removed as you do not need that for a mobile title. Also along the same lines we now have a game over screen. This screen also has the same artwork as the start screen (will be changed later) and displays game over text to hit the space bar to continue. For this screen I will also be creating an animation of the main character spinning and falling on her knees. So now lets talk about the continue game feature. This does exactly what it states, allows you to continue an ongoing game. There is a save system in place for the game that is making all this work. The save system is an Auto Save feature. The player is not allowed to manually save their progress. Remember this is going to be a "rogue-lite" game. So it will autosave every time the player enters a new room. I found it best to implement it this way as it's a mobile game and if you get interrupted, your last progress of clearing that room will not be lost and you can pick up where you left off. If you get a "game over" the auto save is completely erased. You cannot continue a game after a game over. The next thing I did was some more tweaking on the shadow engine. I did a lot more work on this to try and get it more realistic. Now the left wall, door, open door, room props, and enemies have shadows. I even added depth to the shadows so if an object goes under a shadow it gets darker from the shadow being casted upon it. Still needs some more tweaking but it looks a lot better. I will be creating a lighting feature in the game. Some rooms are going to be dark. The only light in the room will be from candles or a flashlight. This will just add more elements to the gameplay and look really cool at the same time. Created two new objects in the game. These are room hazards. The first one was mentioned in the previous blog post. Mucus was created. He does not harm the player. He sits on the ground and pulsates a little. If the player runs through the mucus your speed is drastically slowed down while your in the mucus and up to 1 second after you get out of the mucus. This proves to be a huge obstacle when you are running away from an enemy or need to run from an enemy. The second hazard which I am extremely proud of is the hole. There will now be random holes in the floor of the rooms. If you get to close you will fall into the hole. I have also created the animation for falling into the hole. Once you fall into the hole you disappear, lose 1 heart of health, then re appear at the location where you started that room. You will also be slightly invincible while you re spawn just in case you are re spawned next to an enemy (invincible while blinking). I am very pleased with the results of this feature and it's going to be expanded upon. Which leads to the next feature that will be implemented......Secret Rooms! Secret rooms is the next thing I will be focusing on. In order to access these secret rooms you have to fall through a hole in the floor and be granted by the RNG gods that the hole does not damage you and brings you to the secret room. If you find a secret room through one of the holes you will have the option to purchase upgrades. These can range from +1 heart, +1 stamina, health potion, etc. These can be purchased via coins that are collected while playing. What will be offered will be complete random and will only be temporary for that particular play through. This way every play through is different and you always end up with different stats and upgrades. More on this to come. Two sound effects have been added to the game. They are for hitting an enemy and using the firecracker explosives. Which reminds me I have not talked about that power-up yet. The firecrackers can be used against all enemies, even damage the main player, and are very powerful. They require 3 stamina for use and do 4 damage. Also a long with this I have cleaned up the pause and inventory screen. I made the dim of the game darker while in the pause screen so you can see the inventory more clear. Also I will be adding a quit to menu option here if you choose to quit back to the main menu, which can be important because doing so will NOT delete that auto save file. I believe that was everything, if I missed anything I will add it to next weeks blog. Here is a gameplay video showcasing most of the features discussed in this weeks blog. Please post comments and questions we will respond! Thanks much!
  12. 3 points
    I am happy to announce that we release first demo of Rail Route! We have polished our first prototype of train routing and added a simple tutorial. To make it more a game than a prototype we have included short level where you can try your dispatcher skills. You can download it at our blog: https://railroute.bitrich.info/2018/04/17/demo-r0-1-released/ Or you if don't want download .exe from the internet we prepared Unity WebGL build: https://bitrich-info.github.io/railroute/r01/ Levels in Future Our vision is that the final game will contain a handful of such levels, some longer, some short (puzzle game / unlock scenario). You will be able to compare your performance with the others (global Top 10 list). We are thinking of tools that enable you to create & share own levels, so you will be able to model your home city railways if you want. These levels will be only one game mode, but the primary game play will be something completely else. Something like career mode where you take care of rail network that you will need to built, upgrade, manage and so on. We will write about it soon! Feedback We would like to hear any feedback from the prototype. So feel free to reach us anywhere :-). What's the best score you can reach?
  13. 3 points
    I think you'd need to make a reference vector that is perpendicular to your navmesh edges, right (a "surface normal")? You could cross product two of your edges on the current cell. If you know they are always in a specific order, that means the cross product of edge[0] and edge[1] should be fairly consistent between cells. If your navmesh is always flat (or nearly flat), the normals of all of your navmesh cells should be close to the same direction ("up"). It may be simpler to just always use "up" in this case to bypass having to compute the cross product of the cell's edges each time you need it. Alternatively if the navmesh never changes, you could at the very least precompute the normal vector of each cell when it is created.
  14. 3 points
    Well I was 6 years on, back in 198t. Then I wrote other games and taught myself how to program with a pen, paper and math grid paper. I was in Africa no access to a computer, just a library card that gave me access to computer magazine and monthly Radio Shack manuals. Eventually through the efforts of an expatriate British English teacher I got my hands on a ZX spectrum, eventually a BBC microcomputer, AMIGA,Archimedes. I released a sprite editor, and a paint program on shareware back in the late 80's on Atari ST. Been doing this as a hobby for years I refuse to be in the industry, and instead been working on network engineering stuff. Currently working with NVDIA developers and CISCO developers and 3rd party company on firmware, firmware and opengl drivers fixing issues with remote graphics on platforms using HP RGS, UGE Openlava on an NVIDIA Grid k2 cards on ciscoc240+ servers.
  15. 3 points
    You should never use sprintf to begin with, because it has no way of checking if you are writing past the end of the buffer. A valid alternative is snprintf. Then again, you should only use this when you need formatting. When passing the string around, when storing it or when sending it to the drawing function, you should just handle it as a plain string, without doing any formatting. EDIT: Oh, and please use std::string if you are programming in C++. You are much less likely to mess up that way.
  16. 3 points
    If you want to make a proper game you at least need to learn some coding. Even Gamemaker has it's own scripting language and could be a good start. There is also Unreal Engine, which allows you to code with blueprints in a visual manner, but for a bit more complicated systems you have to code in C++ which is a lot harder to pickup. This is how I would progress: Start with some basic programming tutorials. Teamtreehouse has a week long free trial, try to get in a lot of hours and it will be a nice jump start all for free. Create a command line game like hangman in the language you chosen. Keep things very simple, it is very easy to grow the scope of a game and then fail to complete it. Pick and learn a framework like Libgdx or Monogame. Code simpel games from start to finish worthy of releasing. They do not need to be great or extremely polished but they "just" need to work. You will get a tremendous boost from releasing a finished project on your own but don't expect any sales or income from them. Repeat making simple games, look for making clones that teach you something new and perhaps something you could use in your turn based game. Depending on your time it might take a view years until you are able to make something you want. Games are very complex and you need to know a lot about programming to finish a slightly complex game on your own. Don't let this put you off, if you like to code and solve problems the road to your goal will often be fun and satisfying.
  17. 3 points
    I think it would have been the summer of 1975 or 1976, my grandfather taught me cribbage and pinochle. I was 7. I haven't spent much time not playing games since then. I am usually playing a game of some kind at any given moment, I'm not really normal when it comes to games. The next summer he recognized how quickly I had advanced with games so that summer he taught me how and why Backgammon was not really a game, it was an abacus because no matter what you roll there is always only one best move, so there is never really any decision to make over the course of an entire game of backgammon. It's a more advanced version of the tic-tac-toe lesson. Tic-tac-toe always ends in a tie, backgammon doesn't actually have any decision making in it other than the doubling cube... which is why it has the doubling cube. My grandfather had a pretty advanced understanding of games and simulations.
  18. 3 points
    Oh man, I hear you. It was Christmas of 87 and I received a Sega Master System. It came with Hang-on / Safari hunt. needless to say I was a pretty popular 9 year old until everyone started getting an NES. Before Video games it would have been Lego. I'd be in school and all I could think about was getting home to play Chop-lifter. I'm glad I had a much older brother because he bought cool games. The first game's I suppose I made where mazes I'd draw on pieces of paper during class. I'd pass them around to friends. They were inspired by plat former games. Then in 91 I took my first programming class in Junior High. My buddies and I would program text adventure games. Thing was we never had any tape drives or spare floppy disks so all our work was just for that one session of programming. We'd each try each-others adventures, kill our selves laughing at all the juvenile and completely inappropriate content and then move on with our day. I suppose looking back on that it was about the love of coding and making something all our own, even if it was about to get wiped as soon as the computer was turned off. I remember when I discovered the randomiser function in BASIC, the possibilities just blew my mind. I started to program all sorts of gambling games. Nothing to complicated though, kinda like 'flip the coin' like @khawk mentioned. Then I discovered Sim-City and that was a game changer for me, no pun intended. I spent hours playing that game and it too was all I'd think about in school. Did I mention I performed horribly in school, because I did, just terrible. But alas I get bored of things too fast, even uni. So I usually tend to stick to physical jobs as they exhaust me in a good way. I could not imagine sitting in front of a computer for 8 hours a day to earn my paychecks. I'd go Bananas. And now I program as an artistic hobby. I've always made little games, always will I think. Just my ambitions have gotten bigger.
  19. 3 points
    I was in ATD (Advanced Technology Division) and my division joined BD2 to work on Final Fantasy XV, on which I was a senior graphics programmer. Most foreigners get accepted into ATD, which is basically the western side of Square Enix (note that R&D departments (which is what ATD is) are always westernized in every video-game company because R&D programmers need to be fluent in English to keep up with research papers and visit The United States of America for the major technology conferences etc.) This means the rules are different for you if you plan to join a game team directly. Very few people will speak English and it can easily become a problem. The HR team only translates the most important e-mails and in the case of BD2 there was a specific setup for this just because of how many foreigners eventually began working on it (Final Fantasy XV), so I can't guarantee any such situation exists for the group you want to join. There is no division just for this. Your computer will be set to Japanese and you will be expected to live life in Japanese (getting your own apartment, maintaining yourself and bills in Japanese, using trains in Japanese, talking to all coworkers, etc.) If you are on a major team, you can expect over 100 e-mails daily, 99% of which will be in Japanese. Free Japanese lessons are only available to ATD. I think only ATD takes foreign interns. A girl from MIT joined temporarily (I think 6 months) as part of her schooling, for example. The game teams/business divisions take "new recruits" fresh from school, but this is just part of a common tradition based around Japan's culture—it is why all companies get a bunch of new employees in April. I was not on those teams so I can't say they don't, but my feeling is they don't. Those are the tools that that team uses, so they are non-negotiable. Note that it does say "Mayaなど," which means, "Maya or similar," but this feels like a verbal technicality, since Maya is what they actually use. The only way it would be okay to have no skills in Maya is if you have amazing skills in 3DSMax (or such) that they believe can easily transfer to Maya. If you can't use Maya and have no skills that can easily transfer to Maya, then you can't get the job (note that you should always let them decide if you can't get the job—this hardball advice is just to give you an idea). BUT this is a 2D job listing. You probably will not be using these tools. They are good to know so that you can communicate with other artists (which is already going to be a hurdle), but likely won't damage your chances. If your cosplay is a typical kind of bad then I expect it would not be used to judge your skills as an artist. But there are kinds of bad that might make them think poorly of you on a personal level. And there are kinds of good that might make them think you are dedicated to the industry etc. No one can say, which means it is a risk, which means you only need to consider it if the rest of your resume is bare and you need something to fill space (but a better way to fill space would be to show relevant works you have done). Several of my female friends at Square Enix are fashion designers, one of whom (I think she is on either Final Fantasy XIV or a Dragon Quest game) only wears fluffy princess/maid-café dresses every single day (complete with a parasol, ribbons, bows, and other props). Like cosplaying at work, every single day, and she made all of her outfits herself. Some people have jobs just designing the fashion in these games, but these positions are very specialized and already filled. That being said, it never hurts to show you have secondary relevant skills. Sending in sketches and designs of fashion would be fine. Of extra note is that all foreigners are required to join on a contract basis (I was an extremely rare exception just because I lived in Japan for so long before joining). Because Square Enix does hire from abroad often, it is their policy that the recruit join as a contract employee in order for them to see if they really like living in Japan. This means that if you join before you are truly ready, you have the extra stress of wondering if you have impressed them enough to keep you for another year (stress you are less likely to have once you are more skilled). They have just started a new policy under which contracts cannot be restarted after 5 years, so you also have to have a plan for getting full employment status or considering you only have 5 years at-most on the job. Joining prematurely might decrease your chances at getting more than 5 years in the company. L. Spiro
  20. 3 points
    I use CMake to generate my VS projects with filter layouts that match my disk folder layouts. I was quite surprised when I started a C# project and realized that VS would do this automatically there! Surely there's some hidden option to turn in on for C++ projects (/ off for C# projects)?
  21. 2 points
    I've been considering creating a game from start to finish entirely solo, and posting all the progress on the blog here as I work my way through. I really enjoyed working on the GameDev.Net Challenge and thought I could really push myself to make my own title within a certain period of time. I will still be doing the GameDev.Net Challenges as they popup as I really enjoy the idea of time challenges. Most of my programming experience has been at a lower level (engines, toolkits, world builders, ect...) and I really would like to push myself to work on some of my own ideas in terms of full games. I intend on doing all of the programming, graphics, and audio myself for this challenge, and will post all the progress on a regular basis as I develop! On the programming side I will use C++ and SFML. For graphics I will be using a combination of 2D and 3D applications (Photoshop, Blender, ect...). The sound and music will be created using FL Studio and assorted VSTs. I will have to pull out my midi controllers and blow some dust off those nobs and keys! The game itself will be a Collectible Card Game. I was working on one prior and have always wanted to go out and make my own. I have already come up with the concept, basic story, and how the cards will work together, but as the game grows changes will be made as I'm developing this organically. In my next blog entry I will title it: (Name of Game) Dev Blog ##. I look forward to this challenge, and cannot wait to get started! I should have a blog post ready to go within 5 days as I want to actually post content in each entry. Thanks for reading.
  22. 2 points
    Looks like an XY problem to me. Rather than asking for help with your solution, ask for help with your problem and you might get a more useful answer. Are you having problems with ctypes bindings for a function returning an array of pointers to float as an out parameter, or are you having problems writing a C function that returns an array of pointers to float as an out parameter, or do you actually just want an array of float passed between C and Python? Maybe something else entirely?
  23. 2 points
    FYI: our shader codebase very frequently passes around structs containing textures/samplers/etc. in order to keep things clean, and I haven't seen any compilers generate sub-optimal code for this. The only time things can get a bit funky is if you put structs into buffers or cbuffers like Hodgman mentioned, in which case you will deal with packing rules. Also, it's legal to do this in HLSL: struct MyBindingStruct { Texture2D Tex0; Texture2D Tex1; Texture2D Tex2; }; MyBindingStruct MyBindings; float4 PSMain(in float4 ScreenPos : SV_Position) : SV_Target0 { return MyBindings.Tex1[uint2(ScreenPos.xy)]; } If you do this, the compiler will assign SRV slots to every texture in every struct that your shader code references, even if you only use a single texture from that struct. So far example in the shader code I posted, you'll see "MyBindings.Tex1" get assigned to register t1, which corresponds to SRV slot 1. This is different behavior from when you don't put textures in a struct, in which case Tex1 would get assigned to register t0.
  24. 2 points
    Hi, I'm completely new here; this is my first post so I may not be the most qualified to answer however here is my two pennies. #1. It depends on how realistic you want the game to feel. I code everything in Java or C, C++... I don't use Unity to make games but you can build your own physics class in Unity via C# scripts and apply that to your objects that you want physics to be applied too. This means you apply physics to the object that you want to collide with things and be affected by forces. Forces like gravity, torque and transferring momentum. You will need to know vector math and trigonometry as well as have an understanding or circles; sin, cos, tan, the arctan2 function, PI, degrees to radians, etc. Not sure how much you know about these topics? Unity basically does all of this for you via Rigid Body buy you may have to adjust your physics variables to get it to feel right. Increase mass to fall faster or in Project Settings under Physics you can change those variables to see if anything helps. If I were to deal with 3D terrain and characters, I would approach it with the idea that the characters (walking people not vehicles) will always be standing strait, vertically along the Y, no matter what the terrain is doing. Depending on the angle of the terrain would determine if the character can walk on it or not. This way you can say that a hill is too steep to walk up and the character stops or slides back down. Not sure if that helps? 2. You can change the difficulty a few ways. Use different zombie types. Some move slower but cause more damage. Make zombies that jump or zig-zag or change their walking pattern randomly to make it hard to guess where they will be. Add obstacles that the player cant shoot through like trees or buildings. Just get creative and slowly introduce your difficulty over time so player just get used to it before they are presented with some new challenge. 3. Keep it Simple. I know this is said a million times but it really works here. Have a nice clean background with a feel for what the game is about. Have a clearly and cleanly written title without too much distraction. Animate it if possible but don't overdo it or use a 3D scene that reacts to the mouse movement slightly. I highly recommend writing or using a separate piece of music for the title. This adds a nice touch to the game. Remelic
  25. 2 points
    MY QUEST: I found out about Double Fine through your a podcast in 2012. Fast forward six years, I’m a student game developer giving it all I have for a job there. So, I checked their “Action Jobs” page to see what I could find. Under "We are always recruiting everybody, all the time" there is a short story about what happens when you get a job there. http://www.doublefine.com/jobs Also featured on this fabulous brochure. Last summer, I decided I wanted a job there, but they must have interns banging on their windows, so how could I stand out? I decided to make a game that would have several sections to demonstrate my ability and show that I would work hard. Last Fall, I learned Unity through my University. Every single project I made was either a part of my Double Fine game, or specifically designed so that I could reuse code for my Double Fine game. Around December I realized it would be awesome to go to GDC. The main reason being that I could speak to people from Double Fine and make an impression. It was too late to sign up as a GDC volunteer, passes were over $1k, but someone told me about the Unity Student Scholarship. I didn't have a proper portfolio, but I uploaded my work from my Unity class and any other Unity projects I had. Even without a portfolio, I tried to make it look good. I spent so long on the application process that I was late to a New Years Eve party. The new year came, and my game that would get me into Double Fine, codenamed "Project Sourdough," was not on schedule. It would never be completed on time, although parts of it were a complete mess. Since Sourdough didn't have time to rise properly, I needed to make a more concise experience very rapidly. I reused as much code as I could to make "Project Unleavened," a game that follows the story on Double Fine's “Action Jobs” page. Time passed. I really wanted to go to GDC. One night, I prayed that I would go, even though it was unlikely. I also prayed that if I didn't go, they would at least tell me soon, so I could stop thinking about it. The very next moment, I pulled out my phone to call someone, and an e-mail popped up on the lock screen from Unity folks. "Thank you for submitting... We received a lot of high quality applications ... Unfortunately, you were not chosen as a recipient ... But we were impressed with your application" and they gave me a limited access pass. I was completely in awe. SO I WAS GOING TO GDC! The next thing I needed was a way to give them the game. I designed a one-sided business card reminiscent of an atari cartridge, and had it printed onto two USB Business cards from VistaPrint. I had a lot of work to do on Unleavened. I put in some crazy hours in the weeks leading up to GDC, and had to either solve or work around countless issues. Unfortunately, due to a quirk in my dialogue system, I could only build for Windows at the time. Fortunately, I did get some help from my friends. I found out one of them is a QA guru. Another one could make great drawings, and it was amazing seeing him bring a piece of the game to life. But their time was limited by their own schoolwork, so I did all the coding and most of the art myself. That said, I can’t understate the importance of my friends and family during development. The final week of crunch on Monday, my phone died. It got hot, the battery drained quickly, and then it would not boot up. I've had it for years, so it was at end-of-life, but the week before flying across the country was a bad time to bite the dust. If nothing else, Verizon knows how to sell phones. I got my hands on a Pixel 2 before the week was out. Crisis averted, but it took the entire day to resolve that one. Tuesday, I referenced DF’s Jobs page. It had changed. I had been planning to apply for an internship, but there was a brand new note. “Alas, we are unable to offer internships pretty much ever, sorry!” That could be the end of the story. But it’s not. If I couldn't be an intern, I’d apply for a full position as a Gameplay Programmer. I programmed, built, tested, rinsed, repeated until it was error-free. After all that testing I copied those files onto the two business cards. I took a few hours off Sunday night before GDC to hang out with friends. Unfortunately, I needed more than two business cards for GDC, so I got back to work around eleven to design some normal ones. I lied down for a moment and fell asleep for three hours, woke up at 5 AM and then sent my design to the local Minuteman Press. The next morning, there was no next morning, I woke up at noon. I ran about a mile to the printer to get those business cards, and began to pack ASAP. (Disclaimer: That's not San Francisco ) I had a friend who was on-time to bring me to the airport, but I was too far behind packing, and missed the flight Monday. They rescheduled me for free since the next flights had open seats. I was stuck at the airport for hours, exhausted, but Tuesday afternoon I finally made it to San Francisco. Double Fine runs a booth called "Day of the Devs" which showcases a few selected indie games. I hung out there for hours trying to find one of them. I met plenty of good people, but I missed their main producer (Greg Rice) by literally a minute. Wednesday night was an awards ceremony, and the Tim Schafer got a big one. I waited twenty minutes after the show until the people from that company started walking out, and caught up to Greg Rice when he separated from the rest of them. "Mister Rice, can I talk to you for a minute?" "I'm really really late, I can't talk now." "Can you at least take this?" And I handed him one of the USB Business cards with my resume and the game on it. He ran away screaming. Well, not really, he just walked away quickly. THE HUNT CONTINUED, Thursday, I finally got lucky at Double Fine's booth. While scanning badges, I saw some tiny print. It said "Double Fine Productions." Whoah. I looked up, and saw he was wearing a shiny Double Fine pin. It was beautiful. I looked at his face, and he was talking to someone else. I awkwardly stood by until he was free, and then told him my story before relinquishing the second USB Business card. Package 2 delivered! Delivered to a Communications Manager, no less! Friday I walked out of a building and saw some people in Double Fine branded clothes ==> I orbited around in front of them, and introduced myself to two more DF people (programmers). They really liked the idea of my game, so I gave them my card and told then where to find it online. Saturday I applied to Double Fine thru their web site, the normal way, except that I included a link to the game. Monday, the Communications Manager sent me an e-mail that the game didn't work. I know exactly the issue and exactly why. I sent both the fix and a working version. Which brings us to today. Here is the game I made: https://sonictimm.itch.io/action-resume Playtime is usually less than ten minutes. I did modify my dialogue system for web, so you can play it in your browser. Experience Points: (AKA fancier way to say TL;DR) I'd love to say that you can work hard for your dream job, but at this point I have no idea if I'll get the job. What if I don't get the job. I poured my life into a project for a [possibly] failed endeavor. I still gained: -A portfolio. -A trip to GDC -Lots of contacts from said trip -Some free time in San Francisco -TONS of Unity Experience -Practice writing. I love writing, but it's hard to sit down and do it. -Practice Art-ing. I love UI, but spritework is not my calling. -A chance to collab with some friends -A game that may or may not be fun, I'll let you guys decide -This crazy story. Honestly, the University feels mundane after all this... This list is getting crazy long.. But seriously, if your project fails, you'll probably learn more than if it succeeds. That said, don't ever strive for failure. Study Failure. Look at why things don't work, learn from other people's mistakes. Everyone learns from success, myself included. (I'm not the first person to try and get into a company by making a game...) Anyway, I'd love to get your feedback. If you can spare ten minutes, I'd love to hear what you think of my game. Also, if you have any tips for getting noticed by a game company / making yourself more employable, I'd love to hear those as well. Cheers!
  26. 2 points
    If you scale it yes. Instead of thousands you only use hundreds, then you will be fine. Game engines today can emulate 1 000 000 - 8 000 000 objects on screen at once if they are kept very-very simple. Unreal can for example emulate 4 000 000 bouncing balls with full physics and materials if they are instances of each other. This should mean +/- 500 000 body parts to use. If it is all you focus your resources on. To emulate a universe you need to use a universe. Voxel systems and the like uses octrees and fake emulating particles, the problem is that the smallest piece of data we can use is a byte a 0 or a 1. A byte is either a small piece of metal or a capacitor or some kind of physical object. Each of these small objects we use for bytes are actually made of trillions of atoms. To be clear, we are using a 1,000,000,000,000 : 1 scale when we try to represent atoms in games. So instead we use much larger objects to fake simulations of smaller objects: The video shows how millions of balls are used to create a water like effect. This takes the same power as most games to do. You can use bigger "atoms" so needing less per emulation and still get convincing results and games use this all the time. It's all about scale.
  27. 2 points
  28. 2 points
    I have no idea who uses OpenTK here as I'm sure most people using C# are either on the Unity or Mono train. It took me under 15 seconds to find a lot of resources online. Why don't you try following a tutorial online such as this series: There are even more tutorials online: https://www.codeproject.com/Articles/1167212/OpenGL-with-OpenTK-in-Csharp-Part-Initialize-the-G You really need to relax, I see you've already filled out the OpenTK chat room and they already told you that you wont be spoon fed code, so make sure you understand what you're doing with OpenTK and C#, then run your debugger to find out what isn't loading right. https://gitter.im/opentk/opentk
  29. 2 points
    Hi, I'm creating 3D environment for our side-scroller platformer game Warriorb. I use Blender for creating props and UE4 as game engine. My aim is to create different looking and feeling area types while keeping the same art style. I go for something between stylized and realistic. I don't use much detail because I don't have much time for each area. I've attached some examples. If you have any tip on how to improve my scenes I would be glad to hear it!
  30. 2 points
    For your first game, the scope is about 10x too large. Plus, if you make it an educational game, the scope is even bigger because it must also teach in addition to being a game. Choose one activity that the player can do in a single scene -- for example, move and attack a stationary "turret" enemy -- and make that your first game. To start, complete sections 1, 2, and 3 of the Unity Beginner Tutorials. You must know how to get around in Unity and perform basic tasks before anything else. If you don't know where to go after that, then post again for some assistance. Remember, Rome was not made in a day -- but it was made, so stick with it. You can do it.
  31. 2 points
    Pretty much any web framework or REST API framework will be able to do that for you. Pick one based on what language you know, or what your hosting provider or development environment has good support for. PHP + laravel? Node.js + express? Golang + gorilla? Haskell + warp? C# + MVC.net? Java + play? C++ + CppCMS? Erlang + webmachine? Python + django? Ruby + rails? Perl + fastCGI? These can all serve web pages, connect to MySQL, and implement REST services. What language do you like best? PHP is always available for those who can't make up their mind, and > 50% of the web runs on PHP because that's what runs Wordpress, the world's absolutely most popular website/blog/CMS platform.
  32. 2 points
    Could we get a hint of what we'll see if we click that link? There's zero information on your game here, a lot of people won't bother clicking a link just on the off chance we might see something interesting.
  33. 2 points
    I gave the Unity version a whirl. Pretty neat concept. I'm interested in the career mode you've mentioned. Sounds fun!
  34. 2 points
  35. 2 points
    People have been successfully sued for this. Other people have done it, received legal demands from the owners, continued, and had no major consequences. Other people have done it, then were noticed and ignored by the owners. Other people have done it and were never noticed by the owners. You need to ask permission, then have a lawyer get an agreement that gets you the permissions you need. If you don't ask permission you need to work with a lawyer to find out what your legal risks are, and how much of each of those risks you're willing to tolerate. The risks for this type of willful infringement are potentially quite devastating.
  36. 2 points
    Here's the impression I got. Background first. The usual definition of angle in any dimension is the arccosine of the dot product of the normalized vectors. This is a number in [0,pi]. However, in 2D you can use something like atan2 to assign a sign to an angle, which is now a number in [-pi,pi], where positive means conterclockwise and negative means clockwise. Since adding 2*pi to an angle doesn't change anything, you can think of the angle as being in [0,2*pi) if you want. This thread is about defining angles in 3D with the features of these 2D angles I just described. Unfortunately, there is no notion of clockwise in 3D in general. It is very likely that the OP has a picture in mind that is essentially 2D (e.g., a floor), and what needs to be done is project to a plane and use the 2D definition. "Clear as mud" is a very apt description of the information we are getting from him/her. As is often the case in the Math forum, if you could express your question in correct and precise language, you probably would't need help figuring out the answer, so we should give people a little slack.
  37. 2 points
    Instead of allowing the player to build arbitrarily thick walls of any sort, why not give them a different means of increasing the strength of walls? For example, allow each wall tile to connect to at most two other walls. That will allow only ribbons of wall, or air-gapped layered walls. Then, to discourage the player from making successive layers of wall, give them an economic reason to upgrade existing walls instead; let them triple the max HP of a wall by reinforcing it, at a resource cost of only an additional 1x or 1.5x of the base wall cost. Have the player focus on infrastructure over layers. Give walls an upkeep cost, so that a worker or whatever must come by and repair the wall periodically, even if this is semi-automated, even if the wall is not damaged, to keep it from losing max HP over time. This forces the player to reduce their total amount of walls used, or else pay ever-increasing amounts of workers and wall upkeep costs. Waive this cost if the wall has a manned "tower" or "parapet" attached within 3-5 wall sections in either direction, to give them a reason to build real defensive structures on the wall, and not just use it to dam up areas. Finally, give the player a reason to protect their walls. Have each 1x1 wall section, when destroyed, collapse into "ruined walls", which take up a 5x5 area and cannot be built on nor can other walls in that area be repaired until the "ruin" is cleaned up. To prevent the player using this defensively or as griefing, have it happen only if the wall is a member of a ribbon at least 5 walls sections long (two additional walls in each of two connected directions).
  38. 2 points
    you said I thought that seemed kind of odd, but what you meant was gridPositions is an array of GridSquares. That might seem pedantic, but it's an important detail.
  39. 2 points
    These services already exist and have been around for more than five years. Before you speculate too much, I suggest reading up on how they work, what they do, and how well/not-well they work. Examples include: https://en.wikipedia.org/wiki/Gaikai http://www.nvidia.com/object/cloud-gaming.html https://en.wikipedia.org/wiki/OnLive https://parsecgaming.com/cloud-gaming https://www.paperspace.com/gaming and so on, and so forth. There's also a number of "remote gaming" services that just connect your device to your own gaming PC, including Steam Streaming, and Xbox One Remote Play.
  40. 2 points
    Dear friends! Today we are happy to announce that the game TERRORHYTHM is ready to be able to play it to everyone. April 7 the game was released in early access!Of course, there were some technical difficulties, the main ones of which we have fixed immediately. TERRORHYTHM - Dynamic beat 'em up game in the cyberpunk style with colorful character animations and spectacular FX. Get ready for intense combat action in the battle with numerous guardians of the total silence using only 4 buttons. Every action is synced to the music beat. The direct connection between the music and required inputs will give a captivating gaming experience. Play to the rhythm of your own music library! Upload the MP3 track of your choice and the game will analyze the music to prepare adapted gameplay in real-time. So far, the game is in the early access, and currently, we are working hard on its preparation for a full release. We're looking forward to your support and comments, which will help us in this preparation. Steam Store page: http://store.steampowered.com/app/752380/ Teaser: https://www.youtube.com/watch?v=WAg1-0DPD9M Campaign mode gameplay: https://www.youtube.com/watch?v=k1cWQqF-6Oc& So, let's go!
  41. 2 points
    My story started over 18 years ago (been programming for 18 years, but was using tools before that). I've always loved playing games, and when I could find a game that allowed any form of modification I would be stuck in that program for hours re-creating levels. I still remember all the different scenarios I would make in games like Age of Empires 2, StarCraft, WarCraft 3, C&C, Red Alert and Tiberian Sun mods, ect... while learning to program on the side. I was playing a game called: DBQuest which was released in 1993 from Futuristic Idea Studios, I played it a few years later though. It was the only commercial game made using the Graphics Adventure Game Builder that I know of. I spent a lot of time toying around with this engine, world builder, and editors, and I believe this engine was released in 1991 from the readme files I still have. From this point on I really wanted to learn how to make games with my own tools. My journey started with BASIC as an entry into programming, I did toy around with DarkBASIC back in the early 2000's, but I soon went straight into C++ because I wanted more power and versatility. I also toyed around in GameMaker 3 (2001) back when Mark Overmars was the sole owner. I had such a strong desire to make everything myself from the ground up, which left me very passionate about creating my own engines, world builders, and tools. Since then I've expanded into knowing well over 7 languages, and being well versed in web development (client and server side). I've made a lot of 2D engines, and internal tools that I've used for client projects, and my own little projects. Most of my time has been spent on low-level programming (engines), and tool development. I'm spending more time on actual game programming now a days. I've also spent just as much time with sound engineering work, and spent a lot of on and off time in graphics. (my 3D skills are lacking but I'm working on this now), but I don't use these skills sets in my professional work. DBQuest was were it all started from, and I'm glad I was so passionate to make my own games after using the engine and tools used to make that game.
  42. 2 points
    The amount of dialog is up to you. I didn't think I was going to be stuck there so I moved without complaint. You can avoid problems by communicating early (as is the case with literally everything but the "If You Communicate Early You Will Lose This Game" game). And I didn't go out of my way to raise the good points (since they are somewhat implicit and obvious) but you obviously have job security in graphics. I'd have more options if I were willing to go back into it. I still get offers weekly for graphics programming. It's in-demand. That's what it is. It comes with all the good points and all the bad points that being in-demand offers. Should be perfectly suitable for someone who is actually interested in it—my complaints are that I simply do not like graphics programming, so you shouldn't worry too much about it. L. Spiro
  43. 2 points
    I'm an AI programmer, but just one time I accidentally showed a tiny bit of beginner-level skill in graphics programming and suddenly I am moved full-time to graphics and can only get jobs in graphics etc. This may sound like a joke or overstatement, but I got so sick of graphics programming when I left Japan that I only applied as an AI or gameplay programmer, and most of my replies from companies were, "Hi, we are really interested in you as a graphics programmer but it says here you want to do either gameplay or AI? Is this correct? ...okay thank you for your time." I only found 2 companies willing to take me as not-a-graphics-programmer, and I secretly suspect the one I didn't join was planning to have me join for gameplay programming but then keep sneaking graphics tasks onto my plate. And then after all that hassle I finally get hired back in America for yet another graphics job. SIGH. But this one is tolerable since it is not a typical kind of graphics job. As far as I am concerned, it's the easiest thing in the world to get into graphics at game companies. It is so in-demand that the problem is actually getting out of it. But you should start the typical way we all do: Get into the company with a generic programming job and then specialize over time. You want to know how the game engines work? That accidental graphics program I made was my own game engine, meant for me to learn the exact same thing. I mainly wanted to make a physics engine but I needed graphics to display my things bouncing around, and that little accident later caused me to specialize away from physics and AI, completely ruining my life. But that what ruined my life would have sent you down the trail you wanted to go. It's so easy. Get a job as a regular programmer, start your own personal project in graphics: Show it to someone and if your company needs graphics programmers you will be moved. If they don't, you have something to show to the next company that does. It's so in-demand it is uniquely hard to give advice for it. There are so many ways to get into graphics programming it is just ridiculous. All of the above advice would work too. Anything that has, "Make graphics," in it will likely work. L. Spiro
  44. 2 points
    This is a very attractive idea, and I've tried it too in the past! Here's what I learned: What matters in the end is not which particular API you call (well, select() is slow for hundreds of people ...) but instead how your game design interacts with the networking mechanism you choose. "An interchangeable networking API" generally doesn't let you check the different options, because you need to also change the way you do simulation and rendering.
  45. 2 points
    In general my kids haven't played too much with the one coloring book app (on my phone) that happens to be part of a package of other games I have. The few times I've seen them play it I tend to hear complaints about it being too difficult to select the colors that they want. So I recommend focusing on keeping the UI easy to use rather than making it cute. They know that there's assorted pictures that they can color but they don't seem too interested. Some of that may be the UI again. The game package happens to include a "find it" game where the image starts out uncolored and colorizes the objects that you find. They've have on occasion played this game a few times in succession. The game package has a few games that have no music at all but sound effects are still used. Personally, I'm highly cautious about my kids playing games with ads. Think carefully if you plan on adding them in. Banners take up valuable space you could be using for your UI and although I am concerned about my kids accidentally buying or just wanting things, I worry more about a video commercial's content being appropriate for them. I seem to remember playing coloring games when I was a kid. If I remember right, the amount of time I had available to play anything was a factor. I enjoyed seeing the picture evolve as I filled in spaces but it would take quite awhile to work on the pictures. Too quick and it wasn't worth it. Too long and I'd run out of time. And if I knew I'd run out of time, I'd rather play something else rather than start. It was also highly frustrating when a floodfill would find some little space to get out of and fill an area I didn't want it to. I myself tried some kind of fractal coloring app maybe a year ago or so. I didn't play it long I think partly due to UI frustrations and that floodfill problem again.
  46. 2 points
    Names are generally protected by Trademark rather than Copyright. You can potentially get in trouble if your product can be confused with the competing trademarked product. If you're concerned, you should always take your legal questions to a qualified lawyer, preferably with experience in games or related media. I would think your example names are different enough that if the games are completely different you probably won't have problems, but I am not a qualified lawyer.
  47. 2 points
    Is there any particular reason you're formatting a string several times? It seems to me this is something you should be avoiding. If you're appending something, you should format only the appended portion, e.g.: sprintf(newstr, "%s\nNext stat: %d", oldstr, newstat) I can't think of any case where this would be difficult, and it seems to me that reformatting the same string over and over again is a recipe for hard-to-solve bugs. (No comment on the C++ stuff some others have posted; I'm not very familiar with the C++ ways.)
  48. 2 points
    If you are more interested in learning how games work than making a game then making a game from scratch is best. If you want to start making games as fast as possible then a engine would be better. You will still need to code when using a engine. The few engines that allow you to make games without any code is very restricting. Most engines have a coding language that the developer can use to make their game Unreal has C++ and Blueprints, Unity has C#, GameMaker uses GML. Unreal is the hardest to learn. A top quality 3D game engine with more tools than you can ever use. It's a engine mostly aimed at experienced developers, although new developers could still make good games with it. Free to use with terms. Unity a beginner friendly engine. Not as powerful as Unreal in 3D but makes up for it in usability, It's 2D side is as good as most 2D focused engines and allows for mixing with 3D; this is the engine most recommended for new developers. Free to use with terms. GameMaker the easiest engine to learn, much easier than Unreal or Unity. GameMaker is a 2D focused engine and is the leading 2D engine at the moment. It is a million times easier to learn than any other engine. Has a free trial. These are the 3 most dominant engines, with most games being sold right now made with these.
  49. 2 points
    This week was full work on the AI, which was lacking a bit, to say the least. It is a simple state machine that changes based on the distance to the character (far? jump, close? punch/kick) and its own physical state (falling? stucked? idling? close to edge?). Eventually I managed to make sequence I'm quite proud of: Several silly situations came out of it before I reached that stage: The AI trying hard to punch, only to fall to their death. Finally! It manages to punch me. It's not really hard to terminate the threat. Sometimes it even terminates itself... is the most convoluted way. When your fighting your bro, and a brofist is mandatory. The AI is not prepared to fight flying robots. Ok, that was a decent punch. So it does not get too cocky. If you are interested in Posable Heroes, you can wishlist it on steam.
  50. 2 points
    Hi, It's been a while since anybody posted here but I thought I would share the fact that I'm presenting more of our cloud work at Eurographics 2018 next Thursday in Delft, The Netherlands. I don't know if any of you are or will be in the area, but it would be a good opportunity to meet and talk clouds. Best, Andrew
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