Game Development

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Welcome to the game development community! This is a place to talk about and post anything related to the field of game development.

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Screenshot Saturday! (self.gamedev)
submitted 11 months ago by Ategon to c/gamedev
 
 

Share some progress, text or screenshots of some development on your game!

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submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/gamedev
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Implemented automatic door opening (files.mastodon.social)
submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/gamedev
 
 

In my initial implementation, doors opened when a character approached them (using a sensor collider). But it looked creepy 😅 Imagine simply walking past the doors and having them open unexpectedly.

In the current implementation, I analyze navigation paths to determine if characters pass through the door, and open it when they approach.

Additionally, I added small visual feedback for wall placement, fine-tuned navigation, adjusted controls, made a few QoL improvements, and fixed a bunch of bugs.

This is for my WIP open source life simulation game made with Bevy under the working title Project Harmonia.

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Screenshot Saturday! (self.gamedev)
submitted 11 months ago by Ategon to c/gamedev
 
 

Share some progress, text or screenshots of some development on your game!

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Youtube Description:

With an incredible trailer that came out of nowhere, marrying RTS elements with third-person modern vs medieval combat, Kingmakers has gone on to become one of the most eagerly anticipated games of 2024... and Digital Foundry has an exclusive interview with the developers. What tech is Kingmakers using? How does it work? How many enemies will you do battle with and what's the level of AI in play? Find out here as John Linneman discusses the game with developer Redemption Road.


Not sure if this fits the usual /c/gamedev content, but I thought it was really interesting - it's an interview with 4 devs, and they go pretty deep into the tech of how they're building this game, and how they're managing to have 4000 knights running around at the same time

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submitted 11 months ago by [email protected] to c/gamedev
 
 

Tried to adjust my mesh generation logic :)

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Truly astonishing how much generalized modding seems to be possible through general DirectX (8/9) interfaces and official Nvidia provided tooling.

As an AMD graphics card user, it's very unfortunate that RTX/this functionality is proprietary/exclusive Nvidia. The tooling at least. The produced results supposedly should work on other graphics cards too (I didn't find official/upstream docs about it).

For more technical details of how it works, see the GameWorks wiki:

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submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/gamedev
 
 

I'm doing this in Unreal Engine 5, but how this is done should be relevant for any engine, minus the details of spawning and despawning.

Anybody know how large games handle spawning and despawning enemies? One idea I had was to have a really large sphere around the player that spawns enemies when the player overlaps spawn points. But that could get tricky to implement. Another idea I had was to spawn enemies as the player enters different areas, and just put them to sleep/deactivate them until the overlap a large player sphere.

Would love to know other people's thoughts on this. I'm looking for something that has good performance and scalability. I'm going to start testing ideas soon. But would be great if someone already knew of a solution that works.

Edit: Why downvote? I'm asking for discussion on algorithms. Is that not the point of this community...

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submitted 11 months ago by [email protected] to c/gamedev
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Screenshot Saturday! (self.gamedev)
submitted 11 months ago by Ategon to c/gamedev
 
 

Share some progress, text or screenshots of some development on your game!

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Screenshot Saturday! (self.gamedev)
submitted 1 year ago by Ategon to c/gamedev
 
 

Share some progress, text or screenshots of some development on your game!

165
13
Screenshot Saturday! (self.gamedev)
submitted 1 year ago by Ategon to c/gamedev
 
 

Share some progress, text or screenshots of some development on your game!

166
20
Reworked object placing (files.mastodon.social)
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/gamedev
 
 

Improved logic and added visual feedback.

This is for my WIP open source life simulation game made with Bevy under the working title Project Harmonia.

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I'm developing a game with Unity and for some reason I'm not able to import a correct a VR package and enable two screens (Both eyes) in the game view.

For now, I will be using Unity Remote and display it. Since, I'm not able to do this the right way, I want to split my screen instead atleast to give illusion.

TLDR;

  • Android App that will split my screen for VR
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Screenshot Saturday! (self.gamedev)
submitted 1 year ago by Ategon to c/gamedev
 
 

Share some progress, text or screenshots of some development on your game!

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/gamedev
 
 

Firstly, I am making a game and I want to connect my PS2 Controller to my Android phone with bluetooth for a game I am making with Unity.

Is it possible to connect both of them ?

With my lowly research, i came to know that the protocols are old and this functionality isn't supported.

Else I have to root my phone, which I don't want to.

Suggestions I need:

  1. Any third-party app that would act as a medium which would re-direct the inputs to the game.
  2. Any modules or implementation that I could make to make this work around.
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I started delving into world and dungeon generation with different techniques.
The one I want to try is wave function collapse.

There are several videos and repos explaining and showcasing how it works and how it can be used to generate an infinite world.

One question I have and haven't seen any mention about is, how do I recreate/reload the map from any point other than the original starting one?

So, AFAIK the algorithm start from a few tiles/pixels in a starting position, or picking their position at random, and then can collapse the rest of the map with the set of rules given to the building blocks, but if these starting tiles/pixels are far away after a player saves, then I can only think about having to start from them again to reach the saved point to be able to show the same world which of course could mean a very long loading screen.

Maybe the save can include the current seed, but then it can advance differently when the player goes back, which means the algorithm would generate a different portion of the map.
How can I ensure the world would be regenerated as it was?

While writing this I'm thinking I could be generating the seed of a block of tiles/pixels based on the seed of neighboring blocks and the coordinates in the map, something like left: seed+X, right: seed-Y, where X and Y are calculated based on the coordinate of the block.
This way I can save the seed of the current block and easily recalculate the seed used to generate all the adjacent blocks.
What do you think about this approach?

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