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Found 27 results

  1. Java Java Network Library

    Hello everyone! I have a GitHub repository on which I'm developing a Open Network Library for Java Developers and I'd like to share it so more people come in and contribute. Till now the repo is being developed only by me so the library is not 100% bug free. I'd really like this repo to be famous and got people working on it! [You will find more information in the repo] Here's the link for the repo: https://github.com/giannismarinakis/java-open-nl Thanks!
  2. Isosurface extraction library in Rust

    Pictured are outputs of the Marching Cubes algorithm (left), and surface reconstruction via 'Deferred Rasterisation' (right). These are examples from a little library I wrote for Rust, that provides various implementations of isosurface extraction from volume data. You can find the Apache-2.0 licensed source code on github, or the Rust package on crates.io.
  3. For our team, developing Creature Quest, the mobile strategy RPG, has been a thrilling adventure all its own. It’s been a journey where our heroic development team needed to slay the fearsome monsters of scaling, client-versus-server data handling, and other tricky impediments – all so that the peace of a seamless player experience may reign throughout the game’s world. Completing our quest required gathering artifacts of power, from a trustworthy game engine to a database capable of delivering us to our destiny. Our team of experienced PC game development professionals set out as a new company looking to explore the rapidly growing realm of mobile gaming. At its head was Jon Van Caneghem, the creator of the Might and Magic and Heroes of Might and Magic game series. In looking to provide the same enchantment of those games via a mobile experience, our team began learning the lore of the smaller-screen landscape, investigating technology options and the standard stacks while strategizing over how to overcome certain technical obstacles. We had experience using Node.js and knew that we wanted a document database. That led us to vetting open source NoSQL options, and we found MongoDB to be a strong fit for the task at hand. However, as a startup with a small team that didn’t happen to include a dedicated MongoDB expert, the work of implementing and managing this database soon proved daunting. Our limited resources also meant efficiency and a tight focus on actual game development were essential to getting Creature Quest off the ground, making the prospect of adding an expensive MongoDB expert to the internal team even less likely. Still, the situation called for putting expert database management into place. Given that the potential user base for a mobile game includes nearly everyone who owns a smartphone, overnight success could mean profound database scalability stresses requiring true expertise to navigate. Ultimately, we decided on a hosted MongoDB strategy that could deliver this proficiency, and affordably achieve the required scalability and reliability while also keeping database management off of the internal engineering team’s plate. The MongoDB database provider mLab had worked well throughout a free trial and assessment period, and allowed us to begin on a small service plan and then easily scale as needed. In searching for the best framework for building Creature Quest’s client-side app, we sought a solution that could deploy the app to the iOS, Android, and Android for Amazon platforms. For this we chose the Marmalade SDK and game engine, which enabled us to create C++ code and deploy native apps for each of the mobile platforms we targeted. As for the rest of our stack, the Lua programming language saw the most use by our team, with Marmalade offering the integrations required between Lua and the C++ core engine. The libcurl library was also selected to communicate with a backend NodeJS REST API server, while the Mongoose NodeJS library for MongoDB served as a middleware layer. Data flows through this system with the client app first sending requests to the NodeJS server, which in turn sends calls to store or retrieve data in the database. NodeJS supports greater scalability by operating asynchronously, as concurrent handling of requests vastly increases the scale of data the system can process. Throughout this game development journey, one of the most challenging strategic issues we’ve faced is in striking the balance between handling data on the client or the server. To safeguard the integrity of game data, our early test versions of the game required the client to verify all data with the server. This succeeded in making sure that players couldn’t use hacked versions of the client to cheat – unfortunately it also reduced the game’s performance to a stuttering mess. In mobile gaming, a velvety smooth play experience is a requisite: players will quickly abandon apps with performance issues. So we adapted, allowing for unverified data to accumulate on the client and be saved to the server only at key transitional moments within the gameplay. For crucial data transactions such as in-game purchases, we focused on getting the architecture around those sequences just right, while at the same time concentrating QA efforts to be certain that the app wouldn’t crash when critical player data could be lost. As the adventure of developing Creature Quest continues, the journey is already riddled with milestones, including a successful worldwide launch and a loyal and growing audience. But the game’s promising outlook is really helped by the fact that we have trustworthy technology and an effective data strategy in place going forward.
  4. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer, you can easily create various visual effects simply by specifying different parameters. Effekseer is a tool to create various visual effects used in games and others. You can create various visual effects such as explosion, light emission, and particles. Effekseer's effect creation tool works only on Windows. However, the created visual effects can be viewed on Mac OS X, Linux, iOS, Android, and other environments using plugins runtime / plugins such as DirectX, OpenGL, and Unity. Effekseer 1.3 is an updated version of Effekseer 1.2 released in June 2016. This update contains the following changes: -Addition of a file viewer that makes it easy to manage effect files; -Improvements in UI such as adding icons for easy understanding of editing status; -Addition of a function to read FBX as a 3D model file; -Addition of parameters for easier control of the effects. In addition to Unity, I have added plugins / libraries to UnrealEngine 4 and Cocos2d-x. This makes it possible to play effects in most major development environments.Besides that, more than 70 new sample effects have been added and many bugs have been fixed. Effekseer 1.3 is available on the project website. The license for the software is the MIT license. Effekseer http://effekseer.github.io/ Github https://github.com/effekseer/Effekseer
  5. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer, you can easily create various visual effects simply by specifying different parameters. Effekseer is a tool to create various visual effects used in games and others. You can create various visual effects such as explosion, light emission, and particles. Effekseer's effect creation tool works only on Windows. However, the created visual effects can be viewed on Mac OS X, Linux, iOS, Android, and other environments using plugins runtime / plugins such as DirectX, OpenGL, and Unity. Effekseer 1.3 is an updated version of Effekseer 1.2 released in June 2016. This update contains the following changes: -Addition of a file viewer that makes it easy to manage effect files; -Improvements in UI such as adding icons for easy understanding of editing status; -Addition of a function to read FBX as a 3D model file; -Addition of parameters for easier control of the effects. In addition to Unity, I have added plugins / libraries to UnrealEngine 4 and Cocos2d-x. This makes it possible to play effects in most major development environments.Besides that, more than 70 new sample effects have been added and many bugs have been fixed. Effekseer 1.3 is available on the project website. The license for the software is the MIT license. Effekseer http://effekseer.github.io/ Github https://github.com/effekseer/Effekseer View full story
  6. Free software 1. Lumberyard (Game engine) open-source and free tool Amazon Lumberyard is a free cross-platform triple-A game engine developed by Amazon and based on the architecture of Cry Engine, which was licensed from Crytek in 2015. 2. Sculptris (sculpture tool) open-source and free tool Sculptris is a virtual sculpting software program, with a primary focus on the concept of modeling clay. It entered active development in early December 2009, and the most recent release was in 2011. 3. Make human (game model creator) open-source and free tool Make human is an open-source 3D computer graphics software middleware designed for the prototyping of photorealistic humanoids. It is developed by a community of programmers, artists, and academics interested in 3D modeling of characters. 4. Ipi soft (motion capture software) not free tool iPi Motion Capture is a scalable markerless motion capture software tool that supports 1 or 2 Kinect cameras or 3 to 6 Sony PlayStation Eye cameras to track a human action and convert it into a motion capture file 5. Blender (Complete tool) for modeling, texturing and so on (open-source and free tool) Blender is a professional, free and open-source 3D computer graphics software toolset used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games. 6. Audacity (music editor) open-source and free tool Audacity is a free open source digital audio editor and recording computer software application, available for Windows, OS X, Linux and other operating systems. 7. Awesome bump (bump map editor) open-source and free tool (optional) Awesome Bump is a free program written using Qt library designed to generate normal, height, specular or ambient occlusion textures from a single image. 8. Faceware (facial animation) not free tool Faceware Technologies is an American company that designs facial animation and motion capture technology. The company was established under Image Metrics and became its own company at the beginning of 2012. 9. GIMP (image editing) open-source and free tool GIMP is a free and open-source raster graphics editor used for image retouching and editing, free-form drawing, converting between different image formats, and more specialized tasks. Through this you can also create bump maps 10. Meshlab (mesh repair) open-source and free tool (Optional) MeshLab is an advanced 3D mesh processing software system that is oriented to the management and processing of unstructured large meshes and provides a set of tools for editing, cleaning, healing. 11. LibreOffice (create documents) open-source and free tool LibreOffice is a free and open source office suite, a project of The Document Foundation. It was forked from OpenOffice.org in 2010, which was an open-sourced version of the earlier StarOffice. 12. Atom (coding software) open-source and free tool Atom is a free and open-source text and source code editor for macOS, Linux, and Microsoft Windows with support for plug-ins written in Node.js, and embedded Git Control, developed by GitHub. Useful websites free image Reference images will be found on Pinterest Free Sounds 1. Freesound.org 2. 99Sounds.org 3. NoiseForFun.com 4. Incompetech.com 5. OpenGameArt.org 6. RaisedBeaches.com 7. Musopen.org 8. PlayonLoop.com 9. Bensound.com 10. SoundJay.com 11. Dig.ccmixter.org 12. Soundgator.com 13. Pacdv.com 14. Freesfx.co.uk 15. Soundtrack.imphenzia.com 16. Bxfr.net Download the free music tracks from these websites 1. http://incompetech.com/music/ 2. http://dig.ccmixter.org/ 3. http://www.joshwoodward.com 4. http://www.youtube.com/audiolibrary I hope this information will help full to you. I am got so stress to collect this data so don't waste it 🤗🤗🤗🤗🤗🤗🤗🤗🤗🤗🤗🤗🤗🤗🤗🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔
  7. I just recently start using OpenAL soft (actually not really use, I'm still struggle with setting this up). Setup OpenAL soft - Passed First, I grab the source of OpenAL soft, I just run CMake for this and build, here the CMake result. Using DirectX SDK directory: C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)/ Could NOT find ALSA (missing: ALSA_LIBRARY ALSA_INCLUDE_DIR) Could NOT find OSS (missing: OSS_INCLUDE_DIR) Could NOT find AudioIO (missing: AUDIOIO_INCLUDE_DIR) Could NOT find SoundIO (missing: SOUNDIO_LIBRARY SOUNDIO_INCLUDE_DIR) Could NOT find QSA (missing: QSA_LIBRARY QSA_INCLUDE_DIR) Could NOT find PortAudio (missing: PORTAUDIO_LIBRARY PORTAUDIO_INCLUDE_DIR) Could NOT find PulseAudio (missing: PULSEAUDIO_LIBRARY PULSEAUDIO_INCLUDE_DIR) Could NOT find JACK (missing: JACK_LIBRARY JACK_INCLUDE_DIR) CMake Warning at utils/alsoft-config/CMakeLists.txt:13 (find_package): By not providing "FindQt5Widgets.cmake" in CMAKE_MODULE_PATH this project has asked CMake to find a package configuration file provided by "Qt5Widgets", but CMake did not find one. Could not find a package configuration file provided by "Qt5Widgets" with any of the following names: Qt5WidgetsConfig.cmake qt5widgets-config.cmake Add the installation prefix of "Qt5Widgets" to CMAKE_PREFIX_PATH or set "Qt5Widgets_DIR" to a directory containing one of the above files. If "Qt5Widgets" provides a separate development package or SDK, be sure it has been installed. Found unsuitable Qt version "" from NOTFOUND Could NOT find SDL2 (missing: SDL2_LIBRARY SDL2_INCLUDE_DIR) Building OpenAL with support for the following backends: WinMM, DirectSound, MMDevApi, WaveFile, Null Building with support for CPU extensions: Default, SSE, SSE2, SSE3, SSE4.1 Installing sample configuration Installing HRTF definitions Installing AmbDec presets Building utility programs Building test programs Building example programs Configuring done Generating done So I see that I have no Qt & SDL2 for my OpenAL-soft, hope that ok (I don't even know what it for, as long as the I can build OpenAL-soft, I don't really care) So setup OpenAL-soft seem easy. Setup alure - failed I got trouble when I setup alure, I setup CMake like this: OPENAL_INCLUDE_DIR = E:/Source/openal-soft/include/AL OPENAL_LIBRARY = E:/Source/_build/openal-soft/Release And I get the CMake result like this: Found OpenAL: E:/Source/_build/openal-soft/Release Could NOT find OGG (missing: OGG_LIBRARY OGG_INCLUDE_DIR) Could NOT find SndFile (missing: SNDFILE_LIBRARY SNDFILE_INCLUDE_DIR) Could NOT find MPG123 (missing: MPG123_LIBRARY MPG123_INCLUDE_DIR) Could NOT find PhysFS (missing: PHYSFS_LIBRARY PHYSFS_INCLUDE_DIR) Could NOT find DUMB (missing: DUMB_LIBRARY DUMB_INCLUDE_DIR) Configuring done WARNING: Target "alure2" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure2" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure2" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure2" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure2_s" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure2_s" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure2_s" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure2_s" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-play" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-play" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-play" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-play" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-enum" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-enum" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-enum" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-enum" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-hrtf" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-hrtf" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-hrtf" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-hrtf" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-reverb" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-reverb" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-reverb" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-reverb" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-stream" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-stream" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-stream" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. WARNING: Target "alure-stream" requests linking to directory "E:/Source/_build/openal-soft/Release". Targets may link only to libraries. CMake is dropping the item. Generating done So there are a lot of warnings. I lookup this warning and seem that this is just about the CMake programming inside the file CMakeLists.txt, for the meantime, I'll ignore it. Then I open the alure solution (alure.sln) with Visual Studio and build. Unfortunately, I got compile error Severity Code Description Project File Line Suppression State Error C3861 'strcasecmp': identifier not found alure-hrtf E:\Source\alure\examples\alure-hrtf.cpp 49 Error C3861 'strcasecmp': identifier not found alure-hrtf E:\Source\alure\examples\alure-hrtf.cpp 69 Error C3861 'strcasecmp': identifier not found alure-reverb E:\Source\alure\examples\alure-reverb.cpp 178 Error C3861 'strcasecmp': identifier not found alure-reverb E:\Source\alure\examples\alure-reverb.cpp 185 Error C4576 a parenthesized type followed by an initializer list is a non-standard explicit type conversion syntax alure2 e:\source\alure\src\auxeffectslot.h 31 Error C4576 a parenthesized type followed by an initializer list is a non-standard explicit type conversion syntax alure2_s e:\source\alure\src\auxeffectslot.h 31 Error C4576 a parenthesized type followed by an initializer list is a non-standard explicit type conversion syntax alure2 e:\source\alure\src\auxeffectslot.h 31 Error C4576 a parenthesized type followed by an initializer list is a non-standard explicit type conversion syntax alure2_s e:\source\alure\src\auxeffectslot.h 31 Error C4576 a parenthesized type followed by an initializer list is a non-standard explicit type conversion syntax alure2 e:\source\alure\src\auxeffectslot.h 31 Error C4576 a parenthesized type followed by an initializer list is a non-standard explicit type conversion syntax alure2_s e:\source\alure\src\auxeffectslot.h 31 Error LNK1104 cannot open file 'Debug\alure2.lib' alure-enum E:\Source\_build\alure\LINK 1 Error LNK1104 cannot open file 'Debug\alure2.lib' alure-stream E:\Source\_build\alure\LINK 1 Error LNK1104 cannot open file 'Debug\alure2.lib' alure-play E:\Source\_build\alure\LINK 1 I try to lookup the error: //Error: a parenthesized type followed by an initializer list is a non-standard explicit type conversion syntax //Cause by code: void addSourceSend(Source source, ALuint send) { mSourceSends.emplace_back((SourceSend){source, send}); } But I can't find any clue, and the syntax of this code is really weird. So how can I build alure from source? Please help me A minor confuse about OpenAL soft This is a little off topic, but I can't help asking. there is the text inside the ReadMe.txt of the package: openal-soft-1.18.2-bin.zip that I find confusing: I thought OpenAL soft is stand-alone package, but here is the note about OpenAL redistributable. So if I build OpenAL-soft from source, should I concern about this? And if I need, what I should do with this? My guess is: require the users to install OpenAL redistributable from Creative Labs. Thanks for reading
  8. Hello, I just found out about https://github.com/shader-slang/slang. It's a shader language and accompanied by a library that is supposed to make it easier to work with modular shaders. What do you think about that? Here is the paper that describes the concept: http://graphics.cs.cmu.edu/projects/shadercomp/he17_shadercomp.pdf Thanks in advance
  9. Hello! I'm making the CadEditor utility. This is a universal level map editor for NES / SMD games, used to inplace change ROM files. The program has been done for a long time to edit a couple of old console games, now I have to do a little bit of updating it, perhaps turning it into a block editor, like Tiled. Would anyone be interested in such a tool, or is there enough of the existing map editors functionality? And other question. It's possible to do export blocks from all the games already supported by the editor to tileset, and the map itself to the TMX format supported by Tiled editor, as well by many engines - so you can immediately get blocks and a game map from some old games for experiments with them into modern engines. Will anyone need this feature, if I implement it?
  10. I am trying to implement status effects in my game but I have not quite been able to get the hang of it. Do you have to make a large number of classes for different kinds of status effects? Or is it possible to do it with just 1, or a small number of classes?
  11. There's a C++ library I'm developing and while it's not specifically targeted at games, all projects that I know of which use it are games. It's called DynaMix. In short it allows you to compose and modify polymorphic objects at run time. This has proven to be rather useful in gameplay programming. Compared to more traditional ways to write gameplay, like scripting, it has some benefits (well, and some drawbacks). It's C++ so it usually is at least a bit faster (and in the cases that I know of a lot faster) and less power consuming than scripts You can reduce code complexity when you don't have a C++<->scripting language binding layer. You can reuse utility code between the core and gameplay subsystems (instead of having to rewrite it in the scripting language. Hotswapping is supported relatively easily achievable Still, it's C++ so I guess it's a bit harder to write, and impossible to delegate to game-designers and other non-programmers Because of this it has found a niche of sorts in mobile games, where the benefits from the performance and smaller power consumption outweigh the fact that the gameplay code is strictly programmer country (whereas desktop/console developers, might be less willing to pay this price) The repository is here: https://github.com/iboB/dynamix The docs are here: https://ibob.github.io/dynamix/ I have written about it before back when it used to be called Boost.Mixin. I have since rebranded it and removed the dependency on Boost. Recently I released a new version and I'm using this as an opportunity to gather more feedback and, perhaps, maybe new users. So, any comments and questions are welcome
  12. Hi everyone, I've shared my 2D Game Engine source code. It's the result of 4 years working on it (and I still continue improving features ) and I want to share with the community. You can see some videos on youtube and some demo gifs on my twitter account. This Engine has been developed as End-of-Degree Project and it is coded in Javascript, WebGL and GLSL. The engine is written from scratch. This is not a professional engine but it's for learning purposes, so anyone can review the code an learn basis about graphics, physics or game engine architecture. Source code on this GitHub repository. I'm available for a good conversation about Game Engine / Graphics Programming
  13. I would like to introduce the first version of my physically based camera rendering library, written in C++, called PhysiCam. Physicam is an open source OpenGL C++ library, which provides physically based camera rendering and parameters. It is based on OpenGL and designed to be used as either static library or dynamic library and can be integrated in existing applications. The following features are implemented: Physically based sensor and focal length calculation Autoexposure Manual exposure Lense distortion Bloom (influenced by ISO, Shutter Speed, Sensor type etc.) Bokeh (influenced by Aperture, Sensor type and focal length) Tonemapping You can find the repository at https://github.com/0x2A/physicam I would be happy about feedback, suggestions or contributions.
  14. Hello everyone,We're trying to create a new open-source app distribution platform (named Spheris), and are really interested in your thoughts and perhaps even collabs.Spheris is built on top of the idea of decentralization, which makes a lot of cool things possible:No registration and transaction fees, no technical restrictions, optional anonymity, no need for banks or credit card companies, sell/buy with Spheris tokens which you will then be able to exchange for other currencies such as ETH or BTC to be able to buy a lot of other different things. One of the interesting things to note is that once your app is on the blockchain, it's there for good. Nobody will be able to remove it (except for yourself) because of the decentralized nature of the platform. For example, issues like Legalities for Game Companies and Minors which was posted on here not long ago are essentially non-issues on Spheris.We are in the early process of gathering valuable feedback from devs, and see if this is a platform that devs would like to be on. Naturally, we think that indie devs can greatly benefit from publishing on such a platform.You can have a look at https://spheris.io for more information about the project.Your questions and feedback are much appreciated,Thanks!
  15. Finally we published the video with all new new outstanding features of the upcoming Godot 3.0! Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It is developed as open source (MIT license) by a community of devoted developers. You can support us on Patreon!
  16. Hi, i wanted to present you my recent project i am working on which is a platform abstraction library. This library is designed to be simple, non-bloated, can be included however you want and do not require any thirdparty libraries at all. It will simply abstract away all relevant platform specific things in a simple to use api. The main focus is game or simulation development, so you get a window and a rendering context plus Memory/IO/Threading and more. Why a single header platform abstract library these days? - There is not a single one out there, which do not require a ton of DLL´s or Libs just for the library itself. - I dont want C-Runtime linking madness anymore - Most are bloated and are far beyond abstracting the platform - Bad or no control how memory is being handled - There is no good single header platform abstraction library out there - I dont want to write platform specific code anymore, just once for each platform with a fixed set of features and thats it. - Debugging when you have issues with platform specific things is near impossible Mindset: - Its written in C++/98, so its much easier to get it compile and running on other platforms as well - There is just a single header file you have to include and thats it - Its full open source, so you can use and extend it however you want - No data hiding in the code, you have control over everything - Easy to use api - Does not directly allocate any memory at all - Uses just the built-in operating system functions/libraries and the C-Runtime library - Works well with non platform-specific libraries as well (ImGUI, Box2D, etc.) - Features can be compiled out as needed (Window, OpenGL, etc.) - I want to debug everything if i want to without any hassle - [Learning about low level operating system programming besides win32] Features: - Create/Handling a optional window - Create a optional opengl rendering context on the window - Memory allocation and deallocation - Timing operations - Threading - File/Path IO - Atomic operations - Dynamic library loading (.dll / .so) - Console out/in - Gamepad input Current state / Planned: - Its not complete at all, buts its usable and works - so feedback is very appreciated - Some API calls are weird, require more thinking or need to be simpler (fpl_ListFilesBegin, fpl_ListFilesNext, etc.) - Only x86/x64 win32 platform for now - Support for Direct2D/3D/Vulcan (Only to get it up and running) - Audio output (XAudio, ALSA) - Good useful automated testing - More Guides and Samples - More Platforms (Linux/Unix, maybe Android not sure) - More compiling out options (Some prefer the C++ standard template library or other libraries) - Moving utility functions into its own library which have nothing todo with the platform (fpl_ExtractFileName, fpl_RemoveEmptyDirectory) - Let the user allocate memory for storing platform input events as well Issues: - Will not work with any other platform abstraction libraries, because they all do magic stuff with entry points and such - so they gets in the way Source: https://github.com/f1nalspace/final_game_tech Feedback/Comments: I would like to know, what you think about, what is missing, how can i improve it, etc. All constructive non hating comments are welcome! Greetings, Final
  17. Hi! Currently I am working at materials about creating of Game Editor. This materials entirely focused on how to create Game Editor from scratch. Material consist from several steps - each step add some feature set to base code. Now material contain only source code. Articles will be ready soon. Repository of material located at - https://github.com/ENgineE777/EditorSteps. I hope that this material will be useful for anyone who want to create own game engine. P.S. Code depends from https://github.com/ENgineE777/EUI
  18. Hi! Currently I am working at materials about creating Cross-Platform Render System. This materials entirely focused on architecture of Render System and how to create it from scratch. Material consist from several steps - each step add some feature set to base code. Now material contain only source code. Articles will be ready soon. Repository of material located at - https://github.com/ENgineE777/RS_Steps. I hope that this material will be useful for anyone who want to create own game engine.
  19. Hi, I've been working on extending an existing scripting language which lacks some important features, especially classes and inheritance. To implement that feature, I have used a approach similar to how they did it with Lua tables. It turned out pretty good. But I wanted more, I want scripted classes to be able to inherit from real classes like a Lua table extending a C++ class. However, I realized that would be impossible or at least take a good amount of time to implement. I haven't made many games so I can't answer this question myself: Is the ability to inherit from real classes expected from a scripting language? If not, it would save me plenty of time. And I think, if someone really needs that feature, they are probably write too much in scripts instead of code. What's your idea on this? Thanks for your time. TL;DR: Is the ability of scripted classes to inherit from real classes necessary for a scripting language?
  20. Welcome everyone, let me introduce you to Zen (= Zen is a feature-rich, cross-platform, open-source, entertainment platform, providing developers with full-featured developer tools for creating game and applications, and giving those creations a home on a distribution network to be downloaded or sold. Zen loves the opensource community and strives to be a big player in this community, we hope developers will come and join in on creating Zen (=. So enough with the introductions, and let me explain a bit more about Zen, Zen is currently at its beginning stages of development, we at Dark Edge Studios are working tirelessly to get more done on it, but 100% see the need to make this project open-source, with a community of developers standing behind Zen it will be up and running in no time, Zen was designed based off of many open-source project like BGFX, SFML, GLFW, Urho3D, Godot, Unreal Engine, Chromium, Gecko and many more, our current structure is designed as follows: Source Browser Engine Runtime So many people right now are probably wondering why Zen has a Browser, well to put it simply our project is based a lot upon web technologies, we see the potential in using web based technologies for games and plan to harness that potential for Zen, but don't worry this doesn't mean Zen will only be able to use Web technologies like ECMAscript, and other scripting languages to work, we are working on implementing multiple languages into our browser such as chai script, lua script, etc. We are also working on an extension system to allow native code such as c / c++, c# in place of scripting languages, though this would require the client to download the extension it will still be minimalistic in terms of how much needs to be downloaded, so you may be wondering how would you make a large game download minimalistic.Well put simply we your assets e.g. ( textures, music, etc. ) aren't downloaded / streamed until they are needed for the game, unless the client selects offline mode, which will download all assets, this will allow clients to choose which games they wish to take with them offline rather than wasting space on games they barely play, So you may be thinking well that's nice and all but what about the bandwidth usage, not everyone has unlimited internet access, so once again the client will need to select a maximum download limit, if Zen detects its too low to download / stream the assets needed, Zen will just opt to download the assets instead of streaming, this way we don't waste the client's internet access on just one game. The Engine is of course our Game engine, this is our fully featured games engine that will have the safe capabilities as most other large open-source games engines such as Unreal Engine, Godot, Urho3D, etc, This Engine along with the Browser both build upon the Zen Runtime Which we will talk about now (= the Zen Runtime, This is the Backbone of Zen, the Base of the entire project, The Runtime is just that a Runtime, it gives you access to Utilities, Windowing capabilities for multiple operating systems, Networking capabilities, Graphics components along with a multiple backend renderer based off of BGFX, supporting all Rendering backends BGFX supports, and more. So what about the Distribution Network and Developer Tools? Clients will access their games in the Zen Browser, This is just like Steam in the sense you must open your browser and select which game you wish to play, however the Zen browser is also where developers access developer tools and their WYSIWYG game engine / editor, The Zen Browser is a one stop shop for everything game and applications related, and if the feature you want isn't there yet make an extension or request a feature we are always happy to expand for new features that will benefit the Zen community, also don't worry the same distribution network used to distribute games and apps, will have built in support to automatically download and install new extensions, much like chrome extensions. Interested in joining contact us!!!! If you are interested in joining Dark Edge Studios or just want to help on Zen let us now the more the merrier, we are always looking for capable developers, artist, and musicians to help in on developing Zen, thanks for your interest. please contact either our email or PM us on Gamedev.net: Email - contact@darkedgesoftwares.com Check us out on Github and our WebSite (= Github - https://github.com/DarkEdgeStudios/Zen Website - http://darkedgesoftwares.com/ That's it for now thanks for you time, for additional licensing information for Zen, the Zen EULA is posted in as an attachment, please refer to it for legal information about the use of Zen, or contact us for further inquires. License.pdf
  21. Dear reader, I'm a long time gamer, designer, developer, board game fan and hobbyist board game author, passionate in games since age of 6 with addiction to video games starting at the first own computer in the 90's. Professional developing in games industry since 2012 using the popular tools and engines as of Unreal Engine and Unity 3D to create games and optimie workflow by making tools. Highly interested in game engine development starting at the time of my bachelor studies to self improving in any topic a game engine needs to fit and above now working on my current engine project since 3 years in my rarely spread spare time seeking for a companion to contribute, helping improving existing source code on the framework base and planning/developing new features inside the framework but also on the wide tools base. About the Project Drough initially intended as game engine has now become a modular C++ based framework to setup and build custom game engines but could also be used for developing games in the same turn while from game developers for game developers regardless of professional, indie or hobbyist; plugging in modules improves the system with different sets of capabilities using OS low level APIs. It's partner project is my WorkBench frontend; itself also fully customizeable written in C# using C# Assemblies as plugins, providing a fully desktop integrated game development environment with state of the art but simple planned tools for both, game designers and game programmers with a code driven but node based editing masked interface. An integrated download center should help customizing the tool in the future and maybe access a users account on the website. Currently the framework provides: AI (FSM, Behavior Tree and some utilities used in machine learning) Asset support for most common file types (Bmp, Jpeg, Obj, Png, Tga), data types (Ini, Json) and packages (an own one + zip) Multithreaded task based and event system Logging and Profiler backend (file based and UDP) OpenGL 4+ Core Profile and Vulkan graphics Who Contributes You as contributor should be a reliable consitent person with the same passion about making games and the tools used to make them as I do with a good or semi good knowledge in C++, C# and the will to invest at least a few hours per week of your spare time to help bringing the project onto the next level. "But why should I do that" would you propably ask yourself when reaching this point, so to be honest, I could not offer anything because I also just only spend time, a lot of creativity and experience into the project but I you could get part of a team working on something great getting on the edges of your knowledge and beyond. It would be also great to take a view on the multiplatform aspect, when you would carry some linux experience into the OS code. Getting in Touch When your read all the post until here, congrats! and thank you for sharing your time regardless how you decide for contributing or not. If so, I would like to get in touch, maybe with a small introduction of yourself on this thread or via PM. I would be happy about anyone to write
  22. Arcmage is a libre card game We’re a small community of free culture-loving individuals, creating a free card game. A game that’s truly open, liberated, free & gratis. A game that is fun to play both casually and competitive, and that is a joy for your eyes. We are challenging the industry by showing what united card game players and developers can create, and by sharing with the world. Welcome to the revolution. We're looking for people that can help us grow the existing game and are in need of Players try out our game online or with friends using printed cards give positive and constructing feedback to improve the gameplay find loopholes in the general rules or the card rules Card Inventors create card rules, think about strategics, mechanics, synergies create fun to play pre-constructed decks, safeguard the card's strengths and balance throughout the entire game Editors & Writers native english speakers that can improve the cards and the professionalism constructing the lore, the background story, and so much more Artists all our artwork done by Santiago Iborra is of very high quality and it is a challenge to match his level and style all our artwork is published using GPLv2 or above we're looking for people who enjoy creating fantasy artwork and that are willing to contribute Communications & PR help spread the word, and increase our online visbility organize and manage communication (internally towards our community and externally to others) manage/create our social media presence (non existing for now) Where is arcmage today? When looking for a project to join, it makes sense to look at the current status and see that it will deliver something, so your effort/time/creativity will not go to waste. We've already came a long way, arcmage has a finished rule set and we have online video tutorials a set of finished cards that go into two ready to play pre-constructed decks a number of playable, work in progress decks & cards a well defined general design document (in collaboration with wtactics.org). See our wiki an extensive quality grade art collection (in collaboration with wtactics.org) an online card database and card generation tool professional downloadable print-ready pdf's an online browser version of the game In fact arcmage is playable today, but we need your help to get it to the next level (more cards, more decks, more noise in the social media) What is in it for you? All contributors to arcmage are unpaid volunteers, people who love to play collectable card games, but don't like the commerce of it all. All your work will be enjoyable by anyone, free of charge, free to adapt, free to co-create, free to play. Kind regards, Nico Goeminne
  23. A slightly belated announcement: Simutrans-Extended, an open source hobby project on which I have been working (with the help of others) for some years (and which was until recently called "Simutrans-Experimental") is now playable online. It is still in an early access phase of development, as the financial aspects are not fully balanced yet, but getting this to work online after having added multi-threading support last year is a considerable achievement. Simutrans-Extended is a fork of the mature open source transport simulator Simutrans, with an emphasis on operational and economic realism. See here for more information on how to download Simutrans-Extended for Windows or Linux. Once downloaded and installed, connecting to the online server ("Bridgewater-Brunel") that I have set up for testing should be easy: just select "play online" from the menu that appears when the game first starts, select the server from the list (there may be just the one server in the list), and click "play online". Currently, I am running just a brief test for stability and performance with a very large map created by a user, but the aim is in due course to have long-term semi-persistent games with multiple players. A game can last up to about 270 in-game years (i.e. from 1750 to the present day), and, as each in-game year lasts about a day in real time, the game can last about 9 months before needing to be re-set. I should be very grateful for any feedback on the stability and performance aspects of the testing server for the present. If anybody would like to work on the game to help to add planned features, please get in touch - although I am slowly getting through the work necessary to get the game to a point where the financial aspects can be balanced, any help would be welcome.
  24. So I have a 12 year old son who wants to dip his toes in game development, while I am good enough at programming but know very little about game dev specifically, or graphics. And from the advice I already got. trying a project of his own is (surprisingly) a favored option. His favourite genre is real-time strategy, and I do have a ready lore set that would make for two factions with wildly different units (balancing that is a topic for another say). But while my favourite language is Python, I'm not exactly optimistic about him implementing a full RTS UI from scratch with Pygame. What with a search for an RTS in Pygame yielding a huge lot of unfinished stuff... So I think he needs to start with a genre specific RTS engine. Python bindings are not essential. I can work out any language and help him work that out. While something like ANSI C would be a major pain, most modern high-level languages, from Java to LUA, would be acceptable. Free to use is a hard requirement, open source is preferred but not essential. Running the games on Android and making them available as Flash would be a bonus but very much not essential. From googling alone, SpringRTS is the number one contender for now, but I would really appreciate advice from people who actually know what they are talking about. (Unlike y own position at this point).
  25. Hello, I am in Ireland. I am in IT for 20+ years, I code in Python and Java, but never developed games and am not really familiar with game-specific libraries and engines. My son is 12 and understands the basics of coding. He is interesting specifically in game development. I would support him in getting in there, but we don't have a good idea nor, really, the capability to do something from scratch. I think it would be best for him to join some open source game project and do "grunt work", stuff that is boring for experienced adults. I would certainly help him in working out the technical particulars if he joins a project and needs to be using such-and-such tools. But how can we find a project for him to join, one that would allow him to learn as he does mundane tasks for it? A sort of apprenticeship - except without money involved and without them having to teach him all the details. I can help him do the research if I know the general direction.