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 🙏
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? #gamedev
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?
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.
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 #GameDev 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)
⭐ 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.
I'm so happy Unity decided to self-destruct! I mean, sorry for your losses and all, but... Not only is #Godot getting so much great attention, but I swear it's also driven more devs to Mastodon seeking out experienced #GodotEngine devs to chat with, collab, follow, and learn from! The #gamedev 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!
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?
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
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
I recently started to participate in a gamedev challenge (#100daysofgamedev) 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 :)
I'm curious to hear if anyone has successful strategies for debugging shader compile time issues (specifically #GLSL in #Vulkan 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?
I've been working a lot with #glsl for a while now, writing complex code. Overall, I feel like the single improvement that would make the most difference for the language would be support for pass-by-reference instead of copy in/copy out syntax, as suggested here https://github.com/KhronosGroup/GLSL/issues/84
This would make it possible to do a lot of things that are either not possible or ridiculously inefficient to compile, including object oriented programming.
I rewatched the first #MythicQuest (Season 1, ep. 1) last night and just for the heck of it, here is a thread of the highlights of what struck me (a 16 year veteran of making MMORPGs and RPGs) as both realistic and clearly unrealistic. #GameDev
I've released the second episode of Coding History! This episode teaches the basics of 3D, and shows that anyone can build their own basic 3D engine armed only with simple concepts and a little bit of math: https://www.youtube.com/watch?v=KxMYroGay8c
Please enjoy and consider boosting if you'd like to support an educational video series about old school 80s and 90s 3D 🙏
AI in big budget games is inevitable, say dev vets from Assassin's Creed and Everquest 2: 'Developers hate it … the money is still going to drive absolutely everybody to do it' (www.pcgamer.com)
Why Hideo Kojima is so popular? (gearsrealm.com)
Hideo always has his 10 minutes on Game Awards, why? Why other game devs don't get that much recognition or screen time?