Jump to content
  • Advertisement

khawk

Administrator
  • Content count

    4345
  • Joined

  • Last visited

  • Days Won

    3

khawk last won the day on April 27

khawk had the most liked content!

Community Reputation

3122 Excellent

About khawk

  • Rank
    Co-founder of GameDev.net

Personal Information

  • Website
  • Industry Role
    Programmer
    Technical Director
  • Interests
    Business
    Education
    Programming

Social

  • Twitter
    khawkins
  • Github
    kevindhawkins
  • Steam
    khawkins

Recent Profile Visitors

43133 profile views
  1. There are many great resources available to small, budget-conscious independent game developers today. On a public forum, in a counter-rant, I expressed this fact by bragging that if you gave me a week, a fresh install of Windows, and a good Internet connection, I could build a halfway decent game with no budget whatsoever.
  2. khawk

    Latest from GameDev.net - May 2018

    No reason to feel bad. GameDev.net is intended to be a platform for the games industry to learn, share, and connect with each other, and money is a very real part of that. Your account's Pixels are effectively a virtual currency - even though I haven't setup a way for Pixels to be used yet. Only one author/member profile can be attached to a tutorial - it's just the way the data is stored right now. But there is a field for author names that can include multiple people. Not ideal, but it's something.
  3. A good starting point may be the Enginuity series by @superpig. It's a bit dated (2003) and better techniques have come out since it was written, but Richard did a good job highlighting the things a developer needs to think about. This link is a search of all things Enginuity on GameDev.net: https://www.gamedev.net/search/?q=enginuity
  4. Rizom-Lab upgrades its professional UV mapping tool, giving it a new name and seven new features. Now known as RizomUV, this professional toolset can provide distortion-free UV maps quickly, sometimes in a single click thanks to a new UV tool and an artist-friendly UI. “Artists come to us because we’re fast and we listen,” said Rémi Arquier, RizomUV’s creator. “This latest update is living proof, with a new UI designed for game and VFX users, and tools that can tackle everything from an industrial design to photogrammetry. It’s our best tool yet.” Since inception, RizomUV has amassed an enviable list of users, including artists at Ubisoft, Capcom, GameLoft, 2K, Virtuous Games, Unit Image and Valve Software. Since the release of V10, Rizom-Lab has continued to find new ways to address one of the most labor-intensive aspects of the 3D process. New Features Include: Full Auto UV: Compute UV maps in a single click or use the “advanced” controls to adapt the common characteristics of large assets for future processing. New UI: More intuitive GUI mirrors top 3D applications with faster access to most commonly used features for UV mapping. Texel Density Tools: Easily edit and visualize texel density of polygons and shells in real-time, ensuring density-consistent UV maps across models. Polygon Magic Wand: Select groups of polygons using geometry properties, as you would in Photoshop with pixel areas. Once selected, users can then extract new shells and unwrap them on the fly. Autoseams Box: Create perfect seams to hard-surface models in a single click. Mouse and Keyboard Customizer: Customize hotkey layouts according to workflow. Fit to grid: Automatically rescale and snap any selection to fit a grid or texels; promotes better texel usage, especially with low-res maps. Extensive Pipeline Support: API support allows the RizomUV C++ Library to be adapted to most professional pipelines and software (available separately). Rizom-Lab will continue to address user requests throughout the year. Current plans include: Better packing tools for stacked shells; an outliner to improve object selection, visibility and the global workflow; and new algorithms to increase the quality of fully automatic UV map generation. For a free trial, please visit the company download page. Pricing and Availability RizomUV is available now for Windows and OS X users in two varieties - RizomUV Virtual Spaces (VS) and RizomUV Real Space (RS). RizomUV VS and RS can be purchased as perpetual licenses or on a monthly, rent-to-own basis. To see all pricing options, including pro and indie licenses, please visit here for RizomUV VS and here for RizomUV RS.
  5. Rizom-Lab upgrades its professional UV mapping tool, giving it a new name and seven new features. Now known as RizomUV, this professional toolset can provide distortion-free UV maps quickly, sometimes in a single click thanks to a new UV tool and an artist-friendly UI. “Artists come to us because we’re fast and we listen,” said Rémi Arquier, RizomUV’s creator. “This latest update is living proof, with a new UI designed for game and VFX users, and tools that can tackle everything from an industrial design to photogrammetry. It’s our best tool yet.” Since inception, RizomUV has amassed an enviable list of users, including artists at Ubisoft, Capcom, GameLoft, 2K, Virtuous Games, Unit Image and Valve Software. Since the release of V10, Rizom-Lab has continued to find new ways to address one of the most labor-intensive aspects of the 3D process. New Features Include: Full Auto UV: Compute UV maps in a single click or use the “advanced” controls to adapt the common characteristics of large assets for future processing. New UI: More intuitive GUI mirrors top 3D applications with faster access to most commonly used features for UV mapping. Texel Density Tools: Easily edit and visualize texel density of polygons and shells in real-time, ensuring density-consistent UV maps across models. Polygon Magic Wand: Select groups of polygons using geometry properties, as you would in Photoshop with pixel areas. Once selected, users can then extract new shells and unwrap them on the fly. Autoseams Box: Create perfect seams to hard-surface models in a single click. Mouse and Keyboard Customizer: Customize hotkey layouts according to workflow. Fit to grid: Automatically rescale and snap any selection to fit a grid or texels; promotes better texel usage, especially with low-res maps. Extensive Pipeline Support: API support allows the RizomUV C++ Library to be adapted to most professional pipelines and software (available separately). Rizom-Lab will continue to address user requests throughout the year. Current plans include: Better packing tools for stacked shells; an outliner to improve object selection, visibility and the global workflow; and new algorithms to increase the quality of fully automatic UV map generation. For a free trial, please visit the company download page. Pricing and Availability RizomUV is available now for Windows and OS X users in two varieties - RizomUV Virtual Spaces (VS) and RizomUV Real Space (RS). RizomUV VS and RS can be purchased as perpetual licenses or on a monthly, rent-to-own basis. To see all pricing options, including pro and indie licenses, please visit here for RizomUV VS and here for RizomUV RS. View full story
  6. I don't have a clear answer for why the server performance was so bad, but I made various configuration changes to better handle the 2x incoming traffic the site experienced. I also fixed a bug in the front page that could have impacted performance, and after installing the update and clearing the cache the server's utilization responded favorably. I'll continue to monitor it and figure out more ways to improve the front page's impact on the server (which would impact forums, blogs, etc.).
  7. It's a CSS problem that just needs to be worked out. Only the quotes in articles and blog content should show that way. The rest across the site should be the normal style like here in the forums. I just need a moment to find all the messed up areas and find a solution for each.
  8. The home page or another area? I think we're looking for clarification on what areas are slow. The home page is pretty intense right now for load times and is going through a few iterations to find the right balance of content/performance. But everything else should be relatively quick. I haven't been able to duplicate this. What browser is being used? I've looked at the server. There was a spike in activity in the last 2 hours that increased server load and could have caused problems. This may be what you've experienced - or is this an all-the-time problem?
  9. This happened in the last major upgrade. Without getting into too much detail, basically the articles and other content have gone through several major revisions over the lifetime of GameDev.net where depending on the time period the formatting may have made certain assumptions different than the previous formatting. (there's a mix of bbcode, html, and other formatting conventions) It won't happen again in future revs, at least as long as I'm around. So some articles are a bit hosed because I didn't know that this was the case during the last rev. I made the assumption that each rev of the site had properly transformed the content to fit the standards of the new rev. My fault for making that assumption. But these are the kinds of reports we need. Jason and I have been slowly going through the articles and fixing them as we can (I've tried to hit the more high traffic ones, for example). Not all articles are messed up, but there is plenty of content that isn't quite right. I know Jason will take a look at this one (this one really isn't that bad actually.. very easy to fix), but I'll also start digging into articles around the same time period to see if they're also affected. The good news is I'm getting pretty good at quickly formatting articles.
  10. khawk

    Latest from GameDev.net - May 2018

    That would be cool. Tutorials truly take a lot of effort, and these days it's even more difficult with so many technology options and general industry trends. I think a series focused on building a 2D RPG would be interesting enough, especially if the tutorial is more about the decisions and design of 2D RPG games and less about the language/technology chosen to implement it. Sort of a "This gameplay subsystem is needed, here is what you have to think about conceptually and how it ties to other subsystems, and here's an example implementation in C++/SFML." So many tutorials focus on the language/technology first these days, which is fine if the tutorial is about the language/technology, but the lasting tutorials will be the ones who use the language/technology as an example implementation for the broader concepts. And done this way the tutorial's lessons are portable to C#/Unity, GameMaker, Unreal, or any other engine and language. Thanks for commenting!
  11. It's been a busy year for GameDev.net! Let's start at the top. Projects In late January the GameDev Projects section was launched, allowing members to add their projects to their profiles and provide a place for others to get inspired and updated on development progress. It's a great way for developers to share their work with others in the GameDev community. Did you know... Over 200 projects have been added by members since the beginning of February Projects can include games, game mods, developer tools, and assets Members can view your projects through your profile There is more coming for projects, so stay tuned. Links In February a new Links directory was added. The first question I always get is, "who cares about links when search is good enough?" That's a fair question, but sometimes search is only as good as our search terms - and sometimes we don't know what we need to search. I don't know if Links will really take off, but if you're a fan of having a browsable links database to interesting content about game development, then by all means use it. You can also submit your own links. All links go through an approval process, so make sure your link is relevant to developers.. i.e. we won't approve a link to your game, but we'll approve a link to developer tools, assets, articles and tutorials, etc. New Embeds Speaking of links, have you noticed a few new embeds? Now when you copy and paste a link to a page from Shadertoy, Sketchfab, or Steam we'll show the embed instead of the link. You can still tell the editor to use the link if you want. Here are some examples: Shadertoy: https://www.shadertoy.com/view/4tl3RM Sketchfab: https://sketchfab.com/models/b4b02c111e274aaa897340f2339f201b Steam: https://store.steampowered.com/app/620/Portal_2/ Articles Speaking of articles, sadly, the community isn't as willing to contribute tutorial content to the GameDev.net community these days as in the past. Most developers are unwilling to share their tutorial content with GameDev.net in favor of their personal websites, which I understand in the sense that writing a quality tutorial takes a lot of time and effort. I've written several tutorials and books myself - it's not easy work. For this reason I am looking at ways to reward developers who do publish with GameDev.net. Payments to approved articles, large Pixel credits (all content results in Pixels), extra help promoting the author, and so on are all being considered. Call for Tutorials So to try something a little different, I'm putting out a Call for Tutorials. I want to produce several tutorial series for the GameDev.net community on a variety of development and business related topics. These tutorial series would involve 3-5 in-depth articles intended to educate the audience on one game development topic. Are you interested in writing a series? Reach out to me (message me!) with a short topic proposal, cost estimate, and if possible any past examples of your work. I'll have a more permanent link and announcement outside of this blog entry on GameDev.net soon. Groups Perhaps the most interesting element added to the GameDev platform recently is Groups. The best analogy I can use for Groups right now is that it's similar to Facebook Groups or Pages, except it's a microsite of GameDev.net. Microsite means that we can use many of the same features available across the rest of GameDev.net in a topic-specific area. You may have already noticed that the Beginners area is now a group. The For Beginners forum is still intact, but with a Group we can augment the beginners area to include links and resources, relevant blogs and news, and more. In fact the Links directory capability is used in the Beginners area to provide beginners with easy-to-find resources across the web. GameDev Challenges is also a group now. I don't know when/if I'm going to open up Group creation to everyone, but there is a good chance that more groups will be created to parallel the forums and create spaces for more topic areas. GDNet+ members may end up with the capability to create Groups with approval. A few ideas for Groups: Unity, Unreal, and other engines Hardware technology/products APIs or tools Topical areas The challenge with Groups is that everyone is used to Forums. Is that a mold we can break as a community? The Front Page Maybe you noticed the redesigned front page? The front page is now default a stream of all of the latest activity. You can also use the tabs to view the latest activity in the various content areas (Blogs, Articles, Forums, Projects, etc). I made this change because on any given day there is a lot happening across all of GameDev.net, and it's worth being aware of interesting activity. Following Members One aspect of the front page I definitely wanted to mention was the Following tab. We have a lot of interesting members in this community - developers who have been in the industry for a long time, students just getting started, and everything in between. You might have friends on GameDev.net, teammates, or future friends. An often overlooked feature of our platform is the ability to follow other members. When you follow another member, you will get notifications about the member's activity (configurable), and on the front page you will be able to see an activity stream of all the members you follow. For example, if you follow me then you'll see this blog post show up on your Following feed. Anything else? Of course, but this is a long enough read. More importantly, I want to hear from the community. What else can GameDev.net do to be a better resource and community platform for you?
  12. At this year’s Electronic Entertainment Expo (E3), taking place June 12-14 in Los Angeles, Epic Games will once again bestow the Unreal E3 Awards to highlight outstanding achievements of Unreal Engine developers. Epic is partnering with co-sponsors NVIDIA and Intel to provide each winning team with an NVIDIA GeForce GTX 1080 Ti graphics card and an Intel® Core™ i7-8700K Processor. Judges will evaluate hundreds of Unreal-powered games throughout the show and announce nominees on Thursday, June 14, with winners revealed the following week on Thursday, June 21. This year’s award categories aim to highlight a variety of accolades: Eye Candy: This award is given to the most visually impressive Unreal Engine game at E3 2018 and rewards the use of leading-edge graphics that push the medium of interactive entertainment forward. Most Addictive: This award is given to the experience that people simply can’t put down. Nominees will make players forget about their surroundings and lead to fun-induced sleep deprivation. Best Original Game: This award is given to the project with huge potential as an all-new IP. Nominees will spark interest not only through gameplay, but through original characters and worlds that are put on full display during E3 2018. Biggest Buzz: This award is given to the project that creates the most talked about moment of E3 2018. From a major game reveal to an undeniably impressive demo or a major twist that flips the industry on its ear, this award goes to the Unreal Engine team or project that produces the most buzz. Unreal Underdog: This award is given to the independent team that pushes the limits to achieve an amazing showing for their title at E3 2018. Focusing on not just the product, but the people and process behind it, this award acknowledges a team’s perseverance to make a big splash and stand out from the crowd. To alert the judging panel about an Unreal Engine team’s presence at E3, simply email e32018@unrealengine.com with a brief description or the game or experience, along with details around where it will be shown in or around E3. Epic will respect the confidentiality of any details that are shared. Read more on the Unreal Engine blog. Follow @UnrealEngine on Twitter throughout E3, June 12-14, to hear about the nominees and see developer interviews straight from the expo floor.
  13. At this year’s Electronic Entertainment Expo (E3), taking place June 12-14 in Los Angeles, Epic Games will once again bestow the Unreal E3 Awards to highlight outstanding achievements of Unreal Engine developers. Epic is partnering with co-sponsors NVIDIA and Intel to provide each winning team with an NVIDIA GeForce GTX 1080 Ti graphics card and an Intel® Core™ i7-8700K Processor. Judges will evaluate hundreds of Unreal-powered games throughout the show and announce nominees on Thursday, June 14, with winners revealed the following week on Thursday, June 21. This year’s award categories aim to highlight a variety of accolades: Eye Candy: This award is given to the most visually impressive Unreal Engine game at E3 2018 and rewards the use of leading-edge graphics that push the medium of interactive entertainment forward. Most Addictive: This award is given to the experience that people simply can’t put down. Nominees will make players forget about their surroundings and lead to fun-induced sleep deprivation. Best Original Game: This award is given to the project with huge potential as an all-new IP. Nominees will spark interest not only through gameplay, but through original characters and worlds that are put on full display during E3 2018. Biggest Buzz: This award is given to the project that creates the most talked about moment of E3 2018. From a major game reveal to an undeniably impressive demo or a major twist that flips the industry on its ear, this award goes to the Unreal Engine team or project that produces the most buzz. Unreal Underdog: This award is given to the independent team that pushes the limits to achieve an amazing showing for their title at E3 2018. Focusing on not just the product, but the people and process behind it, this award acknowledges a team’s perseverance to make a big splash and stand out from the crowd. To alert the judging panel about an Unreal Engine team’s presence at E3, simply email e32018@unrealengine.com with a brief description or the game or experience, along with details around where it will be shown in or around E3. Epic will respect the confidentiality of any details that are shared. Read more on the Unreal Engine blog. Follow @UnrealEngine on Twitter throughout E3, June 12-14, to hear about the nominees and see developer interviews straight from the expo floor. View full story
  14. khawk

    Amazon Sumerian Now Available

    Amazon announced Sumerian at AWS re:Invent 2017 but today announced its availability to developers. Sumerian is a web-based visual editor that allows creators to develop 2D, 3D, and VR experiences without having to master specialized tools. Experiences can be deployed across multiple platforms without having to write custom code or worry about deployment systems. From the announcement: Learn more from the Amazon blog here.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!