If you have cool textures animation frames for Niagara effect in Unreal Engine, then you can make high-quality effects that require less resources than Niagara Fluids and look no worse. For example, they can be generated in Houdini
Is this AI generated, or someone thinks middleware aimed for game development is the same as a game engine?
Regardless, can someone help me in finding some kind of #opensource middleware similar to #raylib, #sdl, #sfml, and #glfw? I can't find anything else, especially thanks to #seo and/or people not understanding the difference between engine and middleware. All I need is a fixed buffer audio stream (worst case scenario, I'll use my own that I started writing for my own middleware I can't finish due to lack of time), input handling, and creating an OpenGL window. I don't have enough time to tinker with my own middleware and/or directly hooking into the OS (thanks to SEO, a lot of the search results are also garbage for stuff like rawinput).
The NYTimes' Spelling Bee is a great word game. My Bogdle word game is also good, but not quite as professional, and maybe not as bug-free and "sticky".
That being said, Spelling Bee really needs a "this is a valid word" CSS class on the guess container BEFORE you submit it.
Reading through #pressreset by Jason Schreier and it triggers me so much.
That’s an essence of what is wrong with this world. This obsessiveness over exponential growth. #capitalism with no safeguards that can burn the world to ashes. Exterminating every authentic bit for the sake of optimizing for raw profit.
That’s not what games should be about. That’s not what business should be about.
✅ Implemented various challenging Achievements
✅ Implemented game menu
✅ Implemented game over screen
✅ Beautiful new planetary/lunar textures by Björn Jónsson, https://bjj.mmedia.is/data/planetary_maps.html
I used to beat myself up over not finishing projects, until I learned that I have #adhd. My interests and motivation shift severely on a daily basis, which isn't really compatible with long term commitment.
I'm now trying to lean into it and enjoy the process of creation while putting less value in completion. Capitalistic society wants us to value the "finished product" above anything else - that doesn't mean I have to.
I can't stress enough how important it is to have a central API for coordinate transformations.
Tile grid coords, pixel coords, internal buffer pixel, screen pixel, viewport, world, zoomed/unzoomed, you never want to just transform these in-line anywhere. Take the time to write functions for going between them all especially if you're making a something like a map editor.
I also use typedefs to help document what function signatures expect and return.
Ok, overcome my laziness, I make a simple material for a very simple liquid in a container. These are two cylinder objects, on one is the glass material, on the other is what I made as a liquid
A little overview of how Aqua Mundo looks at the moment 🌊
(it's a waterpark tycoon game inspired by classics such as Rollercoaster Tycoon 1 and 2!) #tycoon#gamedev#indiegame
🎮 We, #JetBrains, are on the lookout for speakers for our annual Game Dev Days event. In the past, we've had some truly impressive presentations from big names in the game industry.
My favorite was someone created a game as a presentation. 🤯
Classic bottle with liquid. I've always wanted to have such a object in the game for inspection... I don't have enough experience to do it from scratch and I don't want to waste time, so I found a free plugin UTC_LiquidShader for Unreal Engine 5
We recently looked at using an addon for #GodotEngine to keep track of all your TODO/HACK/FIXME code debt, today we do the same with Visual Studio Code.
Gameplay idea, a magnetic field exciter that can be assigned strength and range settings to lift special rocks with ore to reach the top point in the platforming