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Found 273 results

  1. Hello, In the hopes that my thread is not off-topic or offensive in any way, I dare to ask the following "noob" question: what would be the correct way to create sprite animations from 2D *.bmp files? I have for reference the 2001 game Desperados:Wanted Dead or Alive. with the help of some tools i found , I was able to extract files containing what seems to be animation frames and frame shadow masks for animating a horse. Attached are the archived assets. My goal is to recreate the demo level of the game using Unity, for educational purposes. I have started by loading the background map layer (also a large bmp file), and next step is to load a 2d character object and animate on the perspective. Horse_Brown.rar
  2. While going through a Game Design Document Template, I came across this heading - Core Game Loop & Core Mechanics Loop. What's the difference? Can you provide some examples of an existing game? Suppose if I am including these topics in a Game Design Document, how should I explain it so that my team can understand?
  3. Hey All, I'm looking to get into the gaming industry. I've skirted around the idea for a long time, always thinking that I couldn't do it. I've finally decided to take the plunge. My question is whether it's worth going to school for game design/coding etc. I've been writing content for paper games for a while, and have a good idea of story and some basic design. But I have next to no technical know how. My instinct is that such things can be learned with a lot of practice, video tutorials, and more practice. I've also heard that a degree is not really that important, since you get hired based on your portfolio/prototypes. Why not just make the games? But won't a degree help with contacts and mentoring--I'm not a great networker. Of course, it'll plunge me into more debt, but... If anyone has advice, let me know. Also any idea of a program to start with: Game Maker, Unity, Godot, Construct, Stencyl--I've heard good things about them all, so much so that I don't know which would be best to start with! Thanks
  4. I'm making an small 2D engine using Kha and I have a timer class, which basically simply either waits a certain amount of time to call a function, or repeatedly calls a certain function after every x seconds. I simply want to know if I should have timers run on different threads. I'm aware that makes sense, but I might use many timers in a game for example, would that still be okay? Also I'm currently writing an animation components, which waits every x seconds to draw another image using the timer class. And in a normal 2D games, I would have many objects with animations on them, other than the other timers. So I just wanted to ask people who have more experience and knowledge than I have what I should do for timers: Either leave them on the same main thread, or make them run on different threads. Thanks in advance.
  5. Developer Dre Reid

    Should I share my ideas?

    Hello fellow game devs I am seeking some answers to a somewhat simple question. Now I always thought that when a dev was going to work on a new game to publish he/she should keep some aspects secret infill time to release then he/she can give out needed information pertaining to the game to the public as a marketing tactic. However I had a discussion with other game devs who stated that my way was somewhat not right and the only reason I had such thoughts was due to me being a smaller indie dev who was afraid of having my idea stolen. Therefore I would honestly like to know if my way was right or were the other devs correct. If I were to start working on a new game and give out information about it online via social media would I be risking my idea being stolen and it being made faster and better by another developer or team of developers. Am...Am I paranoid???
  6. hello! so i had this idea of a game i wanted to make that i had in mind for years and i wanted to try to execute it (at least partiality). problem is, i don't really know what kind of game style this game can fall under and i don't really know where to start learning sources and design wise :/ . i want to create a management style game and all the controls the user has are through a menu of some sort similar to this (this particular example is from a game called '911 operator' by jutsu games): to find more information about how i can create such a game i really want to know what's the name of this style of game, mostly GUI controlled game. aside from that i'm looking for a bit of advice, which engine would be best for such a game? i'm fluent in C++,C# and python so any game engine you can throw at me is great! are there any good sources to learn from before jumping into this kind of game, tutorials of some sort perhaps? thanks so much to anyone who answers, this really means a lot to me!
  7. Hi, I've refactored my 3D Collision Engine so it creates Manifolds suggested by @Dirk Gregorius Previously I only considered Collision Response using a single point between 2 objects, but Manifolds have several points Does anyone have advice on how I can deal with Collision Responses using Manifolds? cheers
  8. Hey everyone! My name is Aaron and I’m a writer, gamer, and marketer/campaign manager for PowerSpike, a startup in the Twitch space. For the past two years, I’ve had the opportunity to build and run professional Twitch influencer marketing programs for some great brands (a few clients include Soylent, Camp Mobile, CreativeLabs, and more). I’ve been obsessed with Twitch as both an entertainment and marketing platform since 2014. Before entering the world of marketing, I was a broadcaster and a content creator myself and made YouTube videos in my spare time. Recently many game developers have shown interest in collaborating with Twitch streamers to promote their games -- and I think I can help! I’ve learned so much about entertainment and community development from studying the growth of popular streamers since then, and my current position has allowed me to learn an incredible amount about the process of promoting a product/game/service’s message to a large audience with the help of Twitch streamers. I’d love to share what I’ve learned with anyone who has questions. Ask me anything! … If you’d like, you can follow me on Medium at https://medium.com/@aaronmarsden -- that's where I'll be posting both personal and PowerSpike articles on game dev marketing. I also just released my first article, "The Ultimate Guide for Promoting Your Game with Twitch Influencers," here on GameDev.net! You can check it out here: Thanks everyone!
  9. I'm wondering what is the right way to create level collision for a very basic level like the following image (click on it for a larger version): I'm not what to search, so I'm a little confused. What I'm thinking is AABB collision tests for the cubes and walls, maybe keeping them all in arrays, and checking the array for collisions every frame. Again, not sure if that's the correct way of doing this. I'm also not sure about the platform in the middle since the character would have to go up a slope like this one: ...and stand on the platform. The floor is set at y:0 at the moment, but it might be higher or lower in different parts of the map. If anybody has links I can read to learn, or even just keywords I can use to search. I'd really appreciate it. I just don't know where to start in terms of searching. Thanks! Edit: I don't plan on using collider shapes outside of cubes and that slope in green. Making sure to keep the collision very simple. I don't think any of these level colliders are going to rotate either, so it's going to be axis aligned. Edit 2: I just found this old post from 2002 and from what I understand in one of the answers: divide the world in different cubes and each one holds a list of all the aabb colliders within that particular cube. I'm guessing in order to avoid having to walk and test so many colliders. Not sure if I'm on the right track though. Also need to figure out how to go up the slope, obb perhaps?
  10. Hi! So, I've recently thought of a nice twist to a hack and slash-type zombie game that I'd love to make (mostly so that no one can steal the idea I'm not gonna elaborate to much on the story, but that should be no issue to help me, I think). But my problem here is that I have little to no knowledge of coding. I AM willing to learn, but I'd rather not have to develop 50 games before I've learned how to develop the game I actually wanna make. I'm just a hobbyist. I don't have that kind of endurance for this. The game I'm looking to develop is basically just your typical Player having to fight their way through masses of zombies in a city towards a certain safe place, going from location (check-point) to location. The only controls I really want for the player to have are: -to interact with objects (like talk to people aka trigger a dialogue or cutscene, pick up objects like weapons, have commentary appear when interacting with something (like the player clicking on a corpse and triggering the player thinking "Please, don't attack me to. ... Thank you very much, Sir.". All of this could be established with simply triggering a cutscene though.), -move with the arrow keys or ASWD, -have a health bar (not necessarily displayed, I just want the player to actually be able to die if they get gnawed by too many zombies) -and hack away at zombies coming towards the player. Just let out all your frustration by bashing in their faces, maybe have a satisfyingly-bloody animation when they die. -Hopefully have companion characters fight zombie hordes with you. (Although I could get creative and find excuses not to have the side-characters fight with you) -No jumping required. -Inventory would be nice but not necessary either. -Saving your current game progression manually would be great, but could be done with check-points, too. Primary focus of the game would be just having fun hacking away at zombies and getting to know the characters, who I hope to make worth getting to know. I've been researching the internet for game engines for weeks now but I haven't really found one that seemed helpful to me, mostly because the reviews are full of vocabulary that as an absolute newbie I understand none of. So, whenever I read the cons for an engine in the review I understand very little of it. Although an engine that requires absolutely no coding and still be able to perform all of this would be an absolute dream come true, I believe that's quite impossible to find. The only non-coding engines I've come across so far are absolute garbage due to limits, buggy, underdeveloped, or abandoned by their creators. I'm willing to learn coding, I'm not afraid of it as long as there are tutorials and templates out there, too. As I'm a hobbyist I'd rather not pay for an engine or to export my game. I'm most-likely not going to sell my game for money and if I do it won't be expensive at all no matter how much time I'd invest in it. Obviously the game would need to either be open source or let me publish and distribute the game freely. The only game engine I've found so far that I believe I'd understand is Adventure Game Studio, but I haven't used it much yet, just watched a couple tutorials on youtube. But it's a point-and-click only engine as it seems so it won't be of much help for this type of game, unless I get really creative with my controls (I'll keep this engine in mind for other possible projects in the future, though). I've tried Godot as well, which seems to be really hard to learn for a beginner of my level, especially as the coding language is completely unique to the engine from what I've read (and noticed myself). I did come across Unity and UE (Unreal Engine) and from what I've read it seems that Unity is better, but, again, I understand very little of any reviews I've read. What's mostly scaring me away is that services that have Premium possibilities you pay for are usually really limited in a stupid way. But if this is not the case, hey, let me know! Pixel-art-ish animation would work well, too, so an alternative to RPG Maker would be fine (or at the very least a cheap alternative where I don't have to pay monthly for). The art for the game I can provide and create completely by myself if it's 2D. I'm an artist mostly and I have experience with making comics and digital drawings (fanart mostly hahaha) and I've gotten into animation which I'm fairly decent at (I'd be willing to learn 3D animation, though!). So, that's about all the info I think might be of importance, but if there's anything more you need to know to help me, I'll answer as quick as I can!! And if you tell me I gotta give up on some of the features I want the game to have, I'd be willing to listen to suggestions. Thanks in advance to everyone who is willing to help me!
  11. oh boy howdy howdy i know little to nothing about game design and programming but i am a seasoned artist and am a huge gamer always have been i recently got a very small taste of the industry if you can even call it that from the last UE4 game jam i helped with voice acting concept art writing and vector art i absolutely loved it and am already itching to learn and do more but??? i have no idea how to go about it the person i was working with during the game jam is years ahead of me and is already looking into getting me into some contract work and teaching me 3d modeling/painting/sculpting but at the moment hes currently busy with making a game for RTX! while hes busy i thought id delve into some forums and get my feet wet any info or tips on how or where to get started would be amazing thanks!
  12. I am basically brand new to the gaming industry business wise although I have been a gamer for years. I officially started my game publishing company, and being as though I am only 20, I have no connects to the gaming industry. Of course, I'm still going to do more internet research, but I thought why not ask folks who may have business hands in the gaming community? If anyone is questioning, my game prototype is basically done (I designed it myself) and its very detailed and I am going to start searching for a team to help me build it. Thank you.
  13. BewitchingGames

    Financial Stability

    I wanna thank everyone who helped me out with my last question, but now I got something possibly bigger than the last one. I just wanna know, how do you guys earn money while making your games to? Do you work a full time job and work on the game at the same time? Cause I gotta say, my full time job is awful, leaving me pretty much drained to the point I really can't do much of anything. So, I've been trying to figure out ways to earn money and work on a game at the same time. Cause I have a school debt to pay off, and now a car payment, so I can't not be working. I can't work at my current job any more for personal reasons. So I'm hoping I can get the help I'm looking for.
  14. Hello I am looking for advice to what I should do next as I just completed the Unreal Developer Course on Udemy and now am at a lost as what to do farther as practice and to expand my knowledge. My background is 2 years studying college in Videogame Design and 3 years working on 4 years studying Software Engineering in college. I am mainly focusing on using my C++ knowledge with Unreal Engine to make indie games but I do also know Java, and C# as well, but I do not know Unity. I am welcoming any advice that can help with my current situation with my current skill set
  15. I've had a game idea for a while, and I wanted to finally try to create it. Its a 2D open-world tile-based MMO. The concept is it is one world and multiplayer only, so everyone shares one world no matter region, platform, etc. I am having problems finding out what to use to start development, I tried Unity but saw some of the negatives and refrained and now im stuck, could anyone recommend some intermediate friendly 2D engines that can support what I am looking for? Preferably in languages that are or are somewhat like Java, C#, Python, JavaScript, Lua. Thanks for your help, im very new at this if you cant tell
  16. Hey guys! I'm new here and I recently started developing my own rendering engine. It's open source, based on OpenGL/DirectX and C++. The full source code is hosted on github: https://github.com/fleissna/flyEngine I would appreciate if people with experience in game development / engine desgin could take a look at my source code. I'm looking for honest, constructive criticism on how to improve the engine. I'm currently writing my master's thesis in computer science and in the recent year I've gone through all the basics about graphics programming, learned DirectX and OpenGL, read some articles on Nvidia GPU Gems, read books and integrated some of this stuff step by step into the engine. I know about the basics, but I feel like there is some missing link that I didn't get yet to merge all those little pieces together. Features I have so far: - Dynamic shader generation based on material properties - Dynamic sorting of meshes to be renderd based on shader and material - Rendering large amounts of static meshes - Hierarchical culling (detail + view frustum) - Limited support for dynamic (i.e. moving) meshes - Normal, Parallax and Relief Mapping implementations - Wind animations based on vertex displacement - A very basic integration of the Bullet physics engine - Procedural Grass generation - Some post processing effects (Depth of Field, Light Volumes, Screen Space Reflections, God Rays) - Caching mechanisms for textures, shaders, materials and meshes Features I would like to have: - Global illumination methods - Scalable physics - Occlusion culling - A nice procedural terrain generator - Scripting - Level Editing - Sound system - Optimization techniques Books I have so far: - Real-Time Rendering Third Edition - 3D Game Programming with DirectX 11 - Vulkan Cookbook (not started yet) I hope you guys can take a look at my source code and if you're really motivated, feel free to contribute :-) There are some videos on youtube that demonstrate some of the features: Procedural grass on the GPU Procedural Terrain Engine Quadtree detail and view frustum culling The long term goal is to turn this into a commercial game engine. I'm aware that this is a very ambitious goal, but I'm sure it's possible if you work hard for it. Bye, Phil
  17. Crowdsourcer.io is a growing concept, it allows projects/small businesses to bring in collaborators on a revenue share basis to help them grow and expand. Felicity Toad is one of many projects that is successfully developing their game through this platform and we want to share some insights with you. Felicity Toad has started as a labour of love and grown into a team of co-operative people who are willing to work on the final vision of this original game. Its foundations lay with one Neil Badman, who being 43, has decided to go with a dream. He had spent many years in menial jobs, the most recent being in care, but working in the health sector gave him purpose and meaning, which would profoundly alter the way in which he saw his life. Unfortunately, after a time he fell into disarray, which ended with a breakdown, but without this event Neil would never have been diagnosed with schizophrenia, a much stigmatized illness, in part thanks to Hollywood and other uneducated outlets, he says. Unperturbed and with a new and hopefully temporary found freedom, he wondered what to do with his time out of work. He began a band, but couldn’t quite find the sound he wanted despite many auditions and help from friends, so he put this project aside for the time being and pondered what was next. A gamer turned developer Before his breakdown he had found himself playing various computer games in his spare time, something he had always loved, and stumbled across a game called Oolite, a cooperatively built game reverse engineered from an old classic called Elite, a 3D space game that ran on 32k and even less for the Vic-20, a remarkable technical achievement. Oolite was a modern take on this classic, and being cooperatively built allowed you to construct your own content that would go up on the game’s site, for other people to download. Being a lifelong drawer and creative he took to looking at what other people weren’t particularly working on, settling with the look of the stars and the nebula’s generated from various images within the file system. He spent a year perfecting the use of the nebula generator, which was extremely popular with the player base. After creating a few different assets for this game he moved on and discovered a game called Battle For Wesnoth, a tongue in cheek strategy game that was simple, but very fun. It too was a labour of love by a very involved community and was not only moddable but had its own programming language. It was around here he was diagnosed with schizophrenia and suddenly found himself with a lot of free time, a very frightening time but free nonetheless. Neil needed to find something to occupy himself with, a distraction therapy from the nightmarish voices that were plaguing him, this was when he started to explore and start the band. He found himself returning to Battle For Wesnoth, as it was a perfect platform to learn something new, whilst creating a story and the characters in it, the start of a therapeutic addiction that instantly rang true for him. This was nearly but not quite all his loves combined, he discovered the joy of creating through programming, despite his extremely messy first attempts. The code was however functional, and a story emerged. Neil wondered what it would be to have total creative freedom other than modding someone else’s build, so he researched and soon found Unity3D, a platform for developing games from scratch that is free up until you make a certain amount of money, if any. The start of something new Now he needed an idea, he went through the motions of beginning to create the basics of a game, but soon found the technology wasn’t quite there yet to do what he wanted, so it was back to the drawing board. This was the birth of Felicity Toad, a tongue in cheek adventure, but dark and gritty in places. This would be a labour of love, a therapy, and a possible path back into work. It seemed perfect. The Beginnings of Felicity Toad Soon the idea was growing, and Neil realized if he was going to build the game it would take years of learning all the different aspects, and as much as he had the drive to get on with it, technology is changing at a rate, and in the supposed time he took to build the game it would be out of date by the time he finished, surrounded by up and coming virtual reality and holographic technology, would a 2D platformer survive in this environment? He needed a team, he didn’t have money and finding people who would fall in love with his game and join up seemed extremely unlikely. After posting on numerous sites, sometimes in the wrong places, he garnered a small amount of interest, but it was through exploring the different sites he could try that he stumbled upon a suggestion posted by someone for someone else. A site called Crowdsourcer.io was up and coming, promising to set people such as himself on the right path with the right help. There was nothing to lose. Progress Made on Felicity Toad After Signing Up On Crowdsourcer.io Crowdsourcer.io has helped the project to get its creative foothold in a world already swimming in games, so what would be different about it? Well, firstly he decided he needed to be doing something doable as a first game, so he settled on a 2D platformer, but there are many 2D indie games out there and being developed, even AAA companies still produce 2D platformers of extremely and unobtainable quality to compete with. There was still hope, a large sector of society has a love of independently made games, simply because they can take risks big AAA companies can’t afford to, and the 2D style is very reminiscent yet appealing to all age ranges. So what could be different? What needs to be familiar? This was a balance that needed to be assessed, and the Felicity Toad team have gone a way to addressing this interesting situation. Neil is still working on the game and making strides to finishing it every day. You can learn more about Neil’s project, Felicity Toad by following the link or finding his project on www.crowdsourcer.io. If you would like to contribute to Neil’s project you can find it here and can apply to contribute! View the full article
  18. A few questions about some c++ code So I am starting to get back into c++ after about 12 - 14 years away from it (and even back then, my level of knowledge was maybe a little above beginner) to do some game / SDL programming. I was following a tutorial to get at least a basic starting point for an entity component system and it works however there was some code that I don't quite understand even after looking around little. First pice of code is: T* component(new T(std::forward<TArguments>(arguments)...)); This seems to be assigning the `component` with the results of what is in the parentheses though normally I would expect this: T* component = new T(std::forward<TArguments>(arguments)...); Is this just syntax preference or does the compiler do something different with the parentheses (it is weird to me as when I see that, I think it is a function call)? The second piece of code I think I understand the general idea of what it is doing but some of the specific are escaping me: template <typename T, typename... TArguments> T& Entity::addComponent(TArguments&&... arguments) { T* component = new T(std::forward<TArguments>(arguments)...); So from my understanding, the first line would basically take this: entity->addComponent<TransformComponent, int, int, int, int>(x, y, width, height); and take of the first item in the template and assign the to T and then "group" (not sure the correct term) the rest of the items as a collection of some sort and then the `...` on the second line would group the arguments (that would need to match the template group) that were passed in. Then the third line is effectively converting the template / passed in arguments to be called like this: TransformComponent* component = new TransformComponent(x, y, width, height); The parts that are a bit confusing to me is first the `&&`. From what I have read (from stack overflow), that symbol means rvalue reference or reference to an argument that is about to be destroyed. Not quite sure what it means by it about to be destroyed. The second part, which I think related to using `&&`, is the `std::forward<TArguments>`. The explainations that I have found so far as are bit confusing to me. I will continue to try to find the answer to these confusions but I though maybe someone here might have an explanation that might make more sense to me. I would also consider it quite possible that there is some prerequisite knowledge that I might not have (I mean I think I have a decent understanding of pointers and references) so if there is other stuff I should looking into, that would be great too.
  19. Hi there! I think this post may get slightly depressing, so, reader discretion is advised. I'm writing this to summarize what I did during my first game development process and hopefully someone will find it helpful. So, in 2016 I tried to make a futuristic racing game in Unity. It was just for fun and learning purpouses but I knew I want to try to put it on sale on Steam. I asked some of my friends if they would want to join me in the adventure. And this is probably the first thing not to do because if you ask anybody if they want to help you with creating and selling a game, they will say "sure, absolutely!" and then when you start to assign duties they never text you back again. And that's demotivating. Couple of months went by, and the game was more or less complete so I decided to put it on the thing that doesn't exist anymore, which is Steam Greenlight. I was extremely excited to see other people comment about my game (seriously it was super cool). My greenlight page wasn't the most popular one, but it was doing pretty good. Eventually the game passed, and was ready to be put in the store. This was truly amazing because it wasn't easy to pass the Greenlight voting. The game was kind of shitty as I look at it right now, but it was the best I could do back in 2016. It looked kind of like a 4/10 mobile game. Nevertheless people were interested in it since it was unique and there wasn't (and isn't) any games simmilar to it. I posted about it on some gaming forums and some Facebook groups, just to see what people would think about it. And every comment was always positive which made me super excited and happy. Eventually, my game went on sale. At the beginning my game was selling ok to me, but when I read other people's stories, I understood that my number of sales was below miserable. Back then Steam had something called 5 "Product Update Visibility Rounds" which means that when you update your game, you can use the "Visibility Round" and your game will somehow be very visible in the store. Essencially you get 500,000 views for one day. This used to dramatically (to me) increase sales, so I used 4 of them in like a week, which is exactly what you're not supposed to do. I left one round for later, because I knew that my game is not the best and I may want to remake it in the future, so the last round may be helpful to get some sales. After about 1,5 month the game was dead and it wasn't selling anymore. I was kind of disappointed but I was waiting to get my revenue. This is when I got my first big disappointment. On the Steam developer page, my revenue was about $1000 and when I got the payment, it turned out that half the people who bought my game had it refunded. So my total revenue (1,5 month) was around $600. So my game was completely dead. I abandoned it and moved on. About half a year later there was a Steam Summer Sale which I forgot I applied for and the game made $100. This was the point when I decided to refresh my game. I spent 6 months remaking it and when I was happy with the result, I uploaded it on Steam. I made a sweet trailer and everything and used the final "Visibility Round", expecting to revive my game and start the real indie dev life. Huge f*ing disappointment #2: As it turned out, Steam changed the "Visibility Round" and now it doesn't do anything because I didn't get 500,000 views in one day... I got 1,276 views in 29 days. I started searching for a PR company. I messaged about 8 different companies and one contacted me back. I explained that my game is out already, but I recently updated it. The PR company was cool, very friendly and professional. Unfortunately a revenue share wasn't an option and they weren't cheap (for me). They understood that and not long after that, we made a deal. I won't get into the details, but everything went cool and my game was supposed to get some attention (press announcement). I even got a chance to put my game on the Windows Store, which again, was super exciting. Microsoft guys were extremely nice to work with so if any of you are planning to put your game on sale I strongly recommend considering Windows Store. For 4 months the PR company was instructing me on how to improve my game. It really was helpful, but come on, 4 months flew by. Although they were professional, suddenly we had a big misunderstanding. Somehow they didn't understand that my game is out already. Anyways, we were getting ready for the announcement and I had to make my website, which cost me some money. Also I had to buy a subscription for a multiplayer service for my game. (It uses Photon Network, I had to buy a subscription so more people could play online at the same time.)(Photon Network is great, strongly recommend it.) Disappointment #3: I bought a page promotion on Facebook. Estimated: 310,000 people interested, 40,000 clicks to my page. Reality: 0 people interested, 20 clicks to my page. The announcement happened. And nothing more. 80 Steam keys for my game went out for the press, 41 were used, 24 websites wrote about my game, 6 hateful comments, 2 positive, 17 more visits on my Steam page, 2 copies sold which doesn't matter because it's to little for Steam to send the payment. Estimated views of the press coverage: 694,000. Reality: probably less than 300. I don't give a f*ck at this point about my game which I have worked on for 10 months. I don't care about all the money I spent either. I don't blame anyone. I'm just not sure what not to do in the future. I guess the main lesson here is don't try to revive a game, just move on and computers suck at estimating things. Now I'm working on another game and I'm planning on making it free to play. I really enjoy making games, but it would be nice to have some feedback from the players. If any of you want to know something specific about my game or anything, feel free to ask. I expect nobody to see this post, so I'm probably going to paste it on some other forums. Cya. (sorry for the title being slightly clickbaiting)
  20. Would anyone be able to offer up some advice on my resume as well as have any pointers/tips when applying to a game designer job? I've been applying everyday for over a month for positions ranging from internships to full time game designer positions. Any advice would be helpful! Game Dev Resume.docx
  21. hi. I'm a programmer that I want to learn about game design fundamentals. as you may know there are lots of books that most of them teach the same thing. I want to know what are must to read and most important books that teach game design rules and fundamentals.
  22. If this is posted in the wrong forum or could use more tags, I apologise. This my first post. I am using ASSIMP to import FBX files for my system. Using Blender, I use Empties to create attachment points. Is there a way to get to these or detect these easily? The only way I can come up with is by going through the rootNode, and all of the child nodes, looking for names that match what I have entered. Which is quite cumbersome. Surely there has to be a better way of detecting an Empty ? Many thanks Andrea
  23. RidiculousName

    Advice Simple Windows C++ IDE

    I'm near the end of a college course for C++. During class we focused exclusively on C++ programming in a linux environment. I've tried MS Visual Studio, but it seems like learning how to use something that complex is going to be more trouble than I want to deal with right now. Can someone recommend me a good and easy to learn/use C++ windows IDE? I use windows 10.
  24. I've completed 3 games till now (Pong, Snake, Breakout), and in the end of each one of them I ask myself, how could I improve the way I architecture my code. After searching for 2 days, I've found out about the ECS and data oriented design (I'm not so sure, but seems like these two do walk holding hands). The thing is that they seem like a very efficient way to organize the code for optimization, as well for being able to modify a entity without too much trouble, but I'm not so sure if it's worth the trouble in a very small game in which you probably won't need optimization. The question is: worth it now to have such mindset in my game, or should I "create" my own way to architecture the code as I learn?
  25. I am about to start a PhD that will investigate ways of replicating creativity in the AI systems of simulated people in virtual environments. I will research which psychology theories and models to use in order to achieve this, with a focus on creative problem solving. The aim of this project is to create virtual characters and NPCs that can create new solutions to challenges, even if they have never encountered these before. This would mean that not every possible action or outcome would need to be coded for, so less development resources are required. Players would encounter virtual people that are not bound by rigid patterns of pre-scripted behaviour, increasing the replay value and lifespan of games, and the accuracy of simulations. I am looking for companies or organisations that would be interested in working with me on my PhD, and I think computer games companies might be the most likely. I am trying to think of ways in which this new AI system might benefit games companies, or improvements and new types of games that might be possible. I am on this forum to ask for your thoughts and suggestions please, so I can approach games companies with some examples. Thank you for your time and interest.
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