mitchformer, to gamedev
@mitchformer@mastodon.gamedev.place avatar
froyok, to gamedev
@froyok@mastodon.gamedev.place avatar

New thread: I'm building my own game engine !

The goal is to support the needs for my custom FPS game project. 😄

Feature set goal:

  • Forward(+) renderer
  • Stencil/Shadow Volumes
  • Portals (with recursion)
  • FXAA and MSAA
  • Oren-Nayar diffuse shading
  • PBR Specular/Gloss workflow
  • Fancy Post-Effects (ex natural Bloom, SSAO)
  • HDR reflections (parallax corrected cubemap) + proxies
  • Blurry glass/window (like Doom 2016)
  • Parallax/Relief mapping + shadow

Cheeseness, to gamedev
@Cheeseness@mastodon.social avatar
mitchformer, to gamedev
@mitchformer@mastodon.gamedev.place avatar

https://gamejobs.co/Game-Narrative-Designer-Pirates-at-Yotta-Games

Narrative Designer (Pirates) - Yotta Games. Position is on-site, Shanghai (remote possible upon discussion).

xianc78, to gamedev
@xianc78@gameliberty.club avatar

The dungeon crawler project got too complex, so I decided to abandon it for now. I decided to make a clone of one of my all time favorite arcade games, Spy Hunter.

video/mp4

eniko, to gamedev
@eniko@peoplemaking.games avatar

The first episode of Coding History: 3D from Mode7 to DOOM is live now! It explains how to rotate points in 2D space and why the rotation formula so often used in game development is the way it is: https://www.youtube.com/watch?v=JC5IMfK7Yfw

Please go check it out and boost this post if you want to support an educational video series about old school 80s and 90s 3D 🙏

maxim, (edited ) to mastodon
@maxim@mastodon.gamedev.place avatar

Hello people from

This is a question about game streamers. Every year there are more and more streamers. My subjective opinion is that this only makes the video game market worse. Especially indie games.

⭐ Please write why you don't watch streamers and if you watch streamers, it is even more interesting - why, which ones? How old are you?

krystman, to gamedev
@krystman@mastodon.social avatar

🚀Learn how to make a BETTER !🚀

It is the beginning of a new tutorial series for more experienced developers looking to enhance their skills. We'll go trough all the steps to create a PROPER shmup on
https://www.youtube.com/watch?v=GSx2YHy9Gp8

glassbottommeg, to gamedev
@glassbottommeg@peoplemaking.games avatar

If you have 100 followers or less? Reply to this with a couple of screenshots and a short brief of your game / the game-adjacent thing you're working on, and I'll Boost you to my er like, 5.6k followers.

I'll space things out so I don't spam my folks. Can't promise I'll do every single one. But, we just got a LOT of new folks here from dying-site who need to find their people.

(I'm just copying eniko here, but it's a very good idea and it seems especially relevant right now)

gord, to gamedev
@gord@peoplemaking.games avatar

My wife has recently gotten into PowerWash Simulator so I thought I'd throw some stuff together and make a cute little game for her about packing up a house. Nice idea?

maxim, (edited ) to mastodon
@maxim@mastodon.gamedev.place avatar

Hello programmers from

I have a question for you.

⭐ What programming language do you use most of your life? Why exactly?

Most of my time I worked with almost the entire .Net stack, and in recent years it's Unity, so my language is C#
There were episodes in my life with mobile, many web stuff, java, c++, databases, etc.

metin, (edited ) to ElectronicMusic
@metin@graphics.social avatar

When I was a youngster in the late 1980s, I formed an Amiga game dev team with 2 friends.

Before making games, we started by trying to sell game music that used minimal RAM, made with our music editor SIDmon.

To promote our game music, this energetic music module was composed by our musician Ramon Braumuller. The file, including tiny sampled sounds, is only 22 kilobytes.

Check the hashtag for more tunes.

djlink, to gamedev
@djlink@mastodon.gamedev.place avatar

Skyrim small tables are actually shelves buried. If you can't see it ...
(Recreating my list of tricks thread)

The table in Skyrim seem from below the ground, it's actually a shelve but buried to look like a table.

ELLIOTTCABLE, to programming

So, I’m low-key thinking of writing my first-ever graphics-heavy software. (Specifically, to do with VR / UIs, but not gaming.)

Thing is, my experience is with PLT & compilers, distsys, FOSS … but extremely not graphics, GPUs, or single-host performance of pretty much any kind.

I need advice. If I want to learn some relatively-low-level graphics stuff, but I have zero relevant background; where do I start?

Any resources for me (tutorials, books, well-known starter projects?)

(Also, any Mastodon accounts I should follow on this topic? Poke me if you're into this stuff and I'll follow you! :P)

gamingonlinux, to unity
@gamingonlinux@mastodon.social avatar
CodexArcanum, to godot
@CodexArcanum@hachyderm.io avatar

I'm so happy Unity decided to self-destruct! I mean, sorry for your losses and all, but... Not only is getting so much great attention, but I swear it's also driven more devs to Mastodon seeking out experienced devs to chat with, collab, follow, and learn from! The community has felt really lively lately!

If you're a gamedev using godot, please say hello in the replies and maybe more folks can find each other to follow!

eniko, to gamedev
@eniko@peoplemaking.games avatar

hrm. 3:2 isometric isn't terrible? 🤔 it's a little lopsided but that might not be so bad, kinda breaks up those super straight angles you get on 2:1 dimetric iso

teahands, to gamedev
@teahands@mastodon.gamedev.place avatar

So. TV done for the night, back to gamedev mode. And I have news!

After a bit of a run-up, and a lot of being tempted to scrap the whole thing and hide, I've officially done the scary thing.

https://www.youtube.com/watch?v=Zq_EG1W3-8E

It's just a short intro video, with all those things you hate like intro sequences and unnecessary exposition👍

Idk why this was so terrifying when I literally already have another YT channel but whatever. Brains, eh? 😅

#GameDev #Devlog #GodotEngine #YouTube

eniko, to gamedev
@eniko@peoplemaking.games avatar

Working on games is cool cause they're antithetical to clean code. I'm sure some people will argue but clean code relies on systems that obey a set of distinct rules. Those rules are almost always absolute

So you start your game with your clean rules. In context A you can do B but not C

But an unfortunate part of game design is that the most interesting powers you can give players are the ones that break the inherent rules of the system. So inevitably you'll wind up with a bunch of code that works around your baseline rules and that always turns into a goddamn mess

bitinn, to gamedev
@bitinn@mastodon.gamedev.place avatar

Hi folks, a while back on here we had a discussion on how games budget their frame time (ie. how much ms each feature should cost), I would like to revive that discussion, specifically a few questions, in AAA game space:

  • how do you compromise between different features?

  • besides past experience, what data do you use to justify the compromise?

  • who are usually in charge of this balancing on a team?

godotengine, to gamedev
@godotengine@mastodon.gamedev.place avatar

Do you have some ideas of yours we can shelve- erm, display in this space? 💡

colinbellino, to gamedev
@colinbellino@mastodon.gamedev.place avatar

Hello there fellow 👋

I recently started to participate in a gamedev challenge () to try to keep me motivated and forcing me to post updates somewhat regularly.

Until now, i posted only on discord, but i think it might be better to do it in here instead. I don't really like that stuff like that gets lost on hard to search, not indexable discord servers...

So i'll try to duplicate the first days here in a thread (maybe?) and keep adding new ones as i go :)

Cheers

julienbarnoin, to GraphicsProgramming
@julienbarnoin@mastodon.gamedev.place avatar

I'm curious to hear if anyone has successful strategies for debugging shader compile time issues (specifically in in my case but still interested in hearing about others).

I've got this shader that takes over a minute to compile. There's various things I could do to prevent loop unrolling etc. but I still have to use trial and error to find the right place.
Do you have any better strategy than changing random places and seeing what makes a difference?

  • All
  • Subscribed
  • Moderated
  • Favorites
  • normalnudes
  • rosin
  • khanakhh
  • ethstaker
  • DreamBathrooms
  • tacticalgear
  • magazineikmin
  • thenastyranch
  • Youngstown
  • Durango
  • slotface
  • everett
  • vwfavf
  • kavyap
  • megavids
  • mdbf
  • Leos
  • tester
  • cubers
  • InstantRegret
  • GTA5RPClips
  • osvaldo12
  • ngwrru68w68
  • anitta
  • provamag3
  • modclub
  • cisconetworking
  • JUstTest
  • All magazines