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Latest programming Activity
Hey JoLumaya,
We are an experienced team of developers and are pleased to assist you with your project to create a remake of Dinosaur Planet based on the leaked 2021 Beta build. We can create a complete and enhanced version of Dinosaur Planet that includes the missing content from the beta and…
What about computing for a number of NPCs when they could finish the new task given the work they already have?
You could use heuristics like distance, or amount of work they already have, or expertise or … to reduce computation time,
When I came to this website, I was a newbie dev, with very little knowledge and view point. I gained some amazing advise and insight which really helped me a lot. So thanks to people here to being friendly and supported and keep doing the good job. I too will try to help as much as I can, wou…
I'm looking for non-beginner unity programmers for an RTS inspired by Red Alert, Tiberian Sun, Supreme Commander and other games from the golden age of RTS games. This game will take place in the near future and will feature slightly scifi units but with a very military feel to them. We are current…
A major part of gameplay is making sure objects are at the right places at the right times. This means you must understand the mechanisms behind how objects in a scene are placed at a particular position. You need to know how to do stuff like program a door to swing open when activated, or calculat…
benjamin.lohr770 said:
The AI will do the rest with exploring, talking, eating, and so on. So to wrap it all up into on question how are you able to have AI communicate with other AI in video games?
Personally i look at it differently: There are not multiple AIs talking to each other. There is just o…
@undefined Thank you for sharing this with me. This new style of AI will surely help me grow and learn more about AI. I am developing a game for my college class and wanted to expand my horizon in the AI field for it so thank you!
V/r
Ben
Hey all,
Glad to have recently been pointed to this amazing community. I've read over several topics, and I've got to say I'm impressed with just how helpful and responsive this community is.
I'm currently in school for game development, and I was wondering if anyone had really good resources t…
Hello, I am a young game developer. I embarked on the perilous adventure of creating a first-person horror game inspired by several games:
Condemned “https://store.steampowered.com/app/4720/Condemned_Criminal_Origins/?l=french”
Silent Hill (do I need to introduce it to you?)
ill “https://store.steampo…
toaderman said:
Does anyone have any advice on how to start out or recommend any good courses on how to learn Unity and C#?
This depends on your goals.
If your goal is to just make something, then it doesn't really matter much, get whatever you want to dive in to your learning journey. Unity's website…
Hello,
I'm trying to combine my vertex buffer and index buffer into one buffer, then copy it to the VRAM.
After that I want to use barriers to synchronize Resource States.
Something like this:
vertices = {.…}
Indices = {….}
Resource* meshBuffer;
Resource* uploadBuffer;
CreateCommitedResource(vertices…
alvaro said:
Maybe close the thread? If anyone has anything to say about this, they can start a new thread. I think that would be less confusing.
Yes, good idea. Closed.
@_Silence_ OK Silence, gotcha. I'm going to change the terms I'm using right now, I am sorry for being such an uninformed bozo here.
HMM I didn't know it was this easy to make a game in Unreal. What I really wanted to do was to add some C++ coding, to be honest. I am going to check out the API…
Last week I mentioned context and how I work better with it. Normally for me its looking over code or a system that's already implemented in some way learning how it works and then creating my own interpretation of it - one such system is the ‘new’ Input System.
My project grew from the Third …
How to make a new C++ actor and use it in blueprint!
Some Dos-and-Don'ts of creating Unreal C++ classes that can be used in the editor and blueprint.
Basic Unreal Header Tool Introduction and how to properly mark up your classes to be used with the Engine.
Unfortunately this video was recorded …
How to set up some commonly used AAA tools for C++ programmers who make games in Unreal!
(Scroll down for video)
Once you get into the industry, you will find that there are some common work flows and tools used among AAA developers at various studios. I go over some of these tools and how to set the…
While making games I have noticed that almost every behavior tree editor is kinda complicated.
So while working in Godot and Unity I have decided to make my own Behavior Tree Editor which will simplify designing the behavior of NPC and also programming it.
Gold Behavior Tree WILL program NPC for YOU …
Hi!
I forgot to mention that the game is coded with the following technologies:
- Front end: Vue.js, TypeScript, CodeMirror, Vuetify
- Back end : PHP, Java, Nginx, Docker, Traefik
- Software: VSCode, Gimp, Inkscape, Blender
Do not hesitate if you have any questions or suggestions :)
frob said:
Going further: companies don't hire workers for the worker's ideas. The company isn't going to make your ideas, they are hiring you to make their ideas. Your ideas really don't figure in to the equation.
it's disturbing how many people in games don't understand this.
This seems to be …
Those aren't particularly good answers for an RTS.
RTS games typically end up with very specific needs very deep in the simulation and networking stack, to actually work well. Not designing with tools that address those needs up front, will inevitably lead to project failure. In my opinion, it's eve…
Following up from the previous blog post about the Java engine or “Zengine” that I'm developing with my friend. I was contemplating how to go about implementing an editor build or rather multiple build types for editing and for a game. After doing some brainstorming I've figured out how to implemen…
Moved to the Career forum. And see the responses mruckman, joshp-h, and icywolf8240 got when they asked the same question yesterday and today. Maybe they're classmates of yours.
https://gamedev.net/forums/forum/21-games-career-development/
Howdy, folks! I'm looking for folks interested in helping me work on a game engine project.
I'm the founder of Elaztek Studios and, thus far, the sole developer of the Blamite Game Engine. I've been working on it semi-consistently since 2019, and as much as I'd love to, I've yet to find anyone willi…
Original article from pvs-studio.com.
Wave Function Collapse is an algorithm that can generate anything by arranging it according to rules or samples. In this article, we are going to look at how to use WFC to generate a map in Unity.
A curious project I found on GitHub inspired me to write this arti…
In my life, there were two personal projects I kept putting aside over and over: writing a book and programming retro consoles. With COVID leading to so much time spent at home, I finally caught up on those two projects at once by writing a Game Boy programming ebook: Game Boy Coding Adventure.
A level editor that can be used to make mods.
I've strived to make tools that can be used to add mods to the game, and build the game through those tools.
This update brings the level editor.
You edit the level with a free form WASD camera.
You can create, save, and load level JSON files …
The Space Jump effect is pretty simple when looking at its individual components.
Previously I created a 3D star field for the environmental rendering.
I use the 3D locations of these stars in the effect.
When the effect starts, I start cranking up the light emitted for each star.
This is done by just …
Esenthel Engine huge update - Switch, vs Unreal/Unity, SuperRes, AO, MotionBlur, Bloom/Glow/Emissive
Esenthel Engine - http://esenthel.com/ - the Free and Open Source Game Engine
Just got a Huge Update:
#1) Nintendo Switch™ supportEsenthel Engine Nintendo Switch™ support is now complete and available to all Nintendo Authorized Developers.
Download Esenthel Engine from - https://github.com/Esenth…
After having the worldview, game concept and design blueprints, I was able to start developing this game. This game should take priority over mobile devices, so mobile optimization was considered beforehand. In this Unity project, I used all sorts of optimization techniques to reduce the performanc…
Independent game developers, whether single enthusiasts or teams, are faced with the grave problem of having to eliminate bugs from their code. Most independent developers and even studios can't afford the amounts of resources available to large companies to spend on testing and long debugging. And…
If you're a seasoned programmer, you might know this already, but it's also likely that you ignore it for the same reason.
I am a huge fan of writing clear, readable code, so in stead of a pure devblog, I wanted to spend some time on what I think should be adopted by every programmer - readabi…
I have started my little project a couple of days ago in Unity, and so there's already some stuff to be written about.
Today, my work from two first days. Tommorow, I'll write about the third and the fourth day. As the time goes on I hope to post whenever I make a bigger commit to my repositor…
So let me share with you our progress
New FXLet me introduce a new spawning effect for units
Spawn…In today's blog you will not see some fantastic new features ? cause for the most part we polishing what we have now and add new content.
New contentIn this week I added new type of towers: Archer tower. …
In today's DevBlog, we’ll talk a bit about the promised inventory and how it works.
Shop MechanicWhen we thought about the inventory, we wanted to make a traditional store, where in some corner of the screen there will be a panel with towers that you can buy.However, this idea…
Issue #25 - Render Pipelines, Memory Management, Editor Scripts, DOTS/ECS, Shaders, Great Assets, Pl
*Read the full newsletter originally posted with its original formatting at GameDevDigest.com
Directional Shadows - This is the fourth part of a tutorial series about creating a custom scriptable render pipeline. It adds support for cascaded shadow maps.
Catlike Coding
See Through Walls …