Game Development

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

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

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

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

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

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

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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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The great Jeff Vogel discusses the Unity event.

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I working on an open source life simulation game with the working title Project Harmonia using Bevy.

It was an interesting task and I learned a lot about how meshes are represented internally.

Initially I used 8 vertices for each wall. But then I discovered that if I needed a different color and normal for each side, then I needed a different vertex! So I reworked the mesh generation to make 20 vertices per mesh (for each side with no bottom).

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The 2013 StackExchange post [^1] describes what is now commonly called an "archetype" based ECS architecture that was implemented as compile time archetypes in the author's open source project in Feb 2018 ^3. A similar ECS model was described later in the June 2018 patent filed by Unity ^2 and active since 2020.

It's useful to bring visibility to the issue for the inevitable patent trolling that will occur in the future.

References: [^1]: https://gamedev.stackexchange.com/questions/58693/grouping-entities-of-the-same-component-set-into-linear-memory/

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Saw this and thought it was really cool. It's still in an early state and is currently using a scripting system with an editor coming in the future, but it seems very polished and simple to use. Open source, too.

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UPDATE: So, apparently it's mostly fake, taken from this article [translation] (where they even mention some kind of VCS).

However, even though it's not as absurd, it's a great read and a pretty wholesome story, so I recommend reading the article instead. And I'm even more convinced that this studio really does not deserve any of the hate they are getting.

Here is my summary of some of the interesting points from the article:

PocketPair started as a three man studio, passionate about game development, that couldn't find an investor for their previous games even though they've had really fleshed out prototypes, to the point where they just said "Game business sucks, we'll make it and release it on our own terms", and started working on games without any investor.

They couldn't hire professionals due to budget constraints. The guy responsible for the animations was a random 20-yo guy they found on Twitter, where he was posting his gun reload animations he self-learned to do and was doing for fun, while working as a store clerk few cities over.

They had no prior game development experience, and the first senior engineer, and first member of the team who actually was a professional game developer, was someone who ranomly contacted them due to liking Craftopia. But he didn't have experience with Unity, only Unreal, so they just said mid-development "Ok, we'll just throw away all we have so far, and we'll switch to Unreal - if you're willing to be a lead engineer, and will teach us Unreal from scratch as we go."

They had no budget. They literally said "Figuring out budget is too much additional work, and we want to focus on our game. Our budget plan is "as long as our account isn't zero, and if it reaches zero, we can always just borrow more money, so we don't need a budget".

For major part of the development, they had no idea you can rig models and share animations between them, and were doing everything manually for each of the model, until someone new came to the team and said "Hey, you know there's an easier way??"

It's a miracle this game even exists as it is, and the developer team sound like someone really passionate about what they are doing, even against all the odds.

This game is definitely not some kind of cheap cash-grab, trying to milk money by copying someone else's IP, and they really don't deserve all the hate they are receiving for it.

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