mechazoidal + gamedev   745

index - mapmaking
Lots of good resources and tools.
TODO: I'd really like to check out ViewingDale, but all the links are dead: "Its built for mapping worlds where you have images as nodes and multiple child nodes each having more nodes etc as many as you want. You can zoom into it where it will render out all of the images as a large tree by compositing it spatially. So its not text based. But otherwise its a generalized 2D pan and zoom image compositing engine. The tree is stored as text files that reference more text files so if one definition changes then all the other references to them change. In this way you can build a 2D world map by linking branches of grouped up images. Best to see the videos on the site. Though it can do worlds as a map I also use it for code documentation, PCB design etc since they can also be spatially mapped in a tree fashion."
todo  mapping  maps  gamedev  piperesearch  reddit  reference 
17 days ago by mechazoidal
How 'RAD' Made the Apocalypse "Relevant" With a Game | Hollywood Reporter
"There’s not a lot of joke-telling; there’s definitely a lot of puns, but a lot of the humor is the absurdity of the world, and I felt that was important. When we sat down to make a post-apocalyptic game — or in our case, a post-post-apocalyptic game — we didn’t want to go after that brown, hopeless environment that a lot of people have explored. Instead, we were more after this vibe of people surviving and these teenagers inheriting this world that generations before them have completely messed up. We felt that by having some humor, there’s a sense of dystopia, certainly, but there was an underlying sense of hope. Despite the odds, things could be fixed, but the solutions would rest in the hands of these underdogs, these kids. That tone, that neon-drenched wasteland tone, is in part a punk rock attitude."
games  gamedev  2019 
27 days ago by mechazoidal
How (not) to test graphics algorithms | Bart Wronski
Advising to move away from "golden files" (ie, screenshots and pixel-level compare) towards a more typical unit-testing approach.
Do note his point on FP and GPU testing:
"I personally think that having a hybrid tests that do all the input creation, packing, output fetching and analysis on the CPU, but execute the actual graphics production code on the GPU is a good middle ground, but as I said – it’s quite tough point, and every approach I have tried had its pros and cons. If you suffer from lots of noise from driver / testing device changes, (and are sure that your tests are designed in a good way) then consider using a WARP device for DirectX, or excellent SwiftShader for OpenGL.)"
2019  piperesearch  testing  graphics  gpu  gamedev 
4 weeks ago by mechazoidal
Phil Hagelberg / orb · GitLab
"an operating system designed for embedding in a game in order to facilitate learning programming and unix skills."
(now wondering if this is the "OS" he referred to about having multiple ones talking to polywell)
pmz: is it possible to do something like this for plan9/inferno systems, using lua? as a simulator and other things
lua  osdev  repo:gitlab  gamedev  pmz  os  unix 
5 weeks ago by mechazoidal
GitHub - letoram/arcan: Arcan - [Display Server, Multimedia Framework, Game Engine] -> "Desktop Engine"
by crazyloglad:
"a powerful development framework for creating virtually anything from user interfaces for specialized embedded applications all the way to full-blown standalone desktop environments.

At its heart lies a robust and portable multimedia engine, with a well-tested and well-documented Lua scripting interface. The development emphasizes security, debuggability and performance -- guided by a principle of least surprise in terms of API design."
repo:github  piperesearch  arcan  gamedev  library  pmz  facme  gui 
5 weeks ago by mechazoidal
Introduction|SRPG Studio ~ シミュレーションRPG作成ソフト
For doing Fire Emblem games? Not sure how well it would work for SRW. Available on Steam.
games  gamedev  framework  trpg  rpg 
6 weeks ago by mechazoidal
Unity 2D Line Segment Intersection · GitHub
@stevestreeting: I couldn't find a core 2D line segment intersection routine in Unity and I didn't really like the forum solutions, so I wrote my own, it's here in case anyone else wants it:
unity3d  gamedev  algorithms  gist 
june 2019 by mechazoidal
The Starfish Rig: Humanoid rig with 6 bones
Basically: bones all extend from pelvis, no complicated hand/wrist bones. The effect works better on low-poly but is still useful for high-rez (especially in crowds)
animation  gamedev  rigging  piperesearch  archive_it 
may 2019 by mechazoidal
Ren'Py Accessibility Add-On by minute
"Heart of the Woods (a yuri visual novel released 2/15/2019) featured a wide array of accessibility options. We've talked about it, we've improved on it, we've prepared it, and now we're releasing it: The full pack for adding these options to your own game!"
a11y  interactive_fiction  gamedev  resource  visual_novel 
may 2019 by mechazoidal
who killed videogames? (a ghost story) | insert credit
108: "When a psychiatrist looks at videogames, he’s not going to appreciate the fineness of the sprite art; he’s going to find the elements that get stuck in the brain. We’re all Stockholm-syndromed, halfway in love with videogames; we grew up learning that videogames were awesome, and the makers of the most awesome of all games grew old constantly trying to “recapture” the “roots” of their former glory. The thing is one thing can affect a million people a billion different ways. You can’t trace glory back to one root. So through sequels and remakes and demakes and reboots and rebooquels, time and again, the makers of games presume that each element of a thing is some different someone’s favorite part of that thing. The hardcore gamers, in their fondest appreciation, have left clues littered here and everywhere, pointing even the most uninitiated toward the universal facets of electronic games that most directly touch our brains. Some clever people picked up the trail . . . and a few years later, here we are, each of us a different kleptomaniac in a different candy shop. God help us; Shigeru Miyamoto help us all."
gamification  games  2011  gamedev  addiction  essay 
may 2019 by mechazoidal
Stream Deck |
Like a 6- or 15-key version of the Optimus keyboard, meant to bed used for programmable hotkeys. The control program can do a lot more than a typical keyboard driver, and it's possible to use the keys as a display screen! Unity3d support is also out there.
hardware  keyboard  gear  unity3d  gamedev 
may 2019 by mechazoidal
Seattle Indies
"Whether you're an experienced game developer or just interested in making games, Seattle Indies has a place for you. We feature regular meet-ups that enable people to make games, share feedback, network, and discuss the latest news in the industry. Join us and start the journey to making your next game!"
gamedev  social  seattle  meetup 
may 2019 by mechazoidal
Optimizing tile-based light culling – Wicked Engine Net
A lot has been covered, so let’s recap quickly:

- Frustum-sphere tests are inaccurate
- Refine with AABB-sphere tests
- Work against depth discontinuities with 2.5D culling bitmasks
- Small burden on culling can be big win with shading
- Approximate complex light types with spheres and AABBs
- Avoid overworked ubershaders
- Prefer smaller shaders, better fitted to specific task at hand
shaders  rendering  gamedev  piperesearch 
may 2019 by mechazoidal
Castlevania - Developer Commentary -
Hitoshi Akamatsu:
- big Western film fan, responsible for the Alien influence in Contra by hyping the film around the office
- eventually pushed our of Konami after Dracula's Curse, since it wasn't making TMNT-level money.
shmuplations  gamedev  games  history 
may 2019 by mechazoidal
I Am Graphics And So Can You :: Part 4.5 :: idTech — Faster Than Life
Note how the renderer is split into a frontend/backend, with a simplified rendering model on top, and specializing into vulkan/OpenGL/d3d calls at the lower level.
vulkan  gamedev  piperesearch  rendering 
may 2019 by mechazoidal
Vulkan Memory Allocator - GPUOpen
"Easy to integrate Vulkan memory allocation library.", from AMD. Self-contained C++ library, has C interface.
vulkan  library  c++  c  memory  gpu  piperesearch  gamedev 
may 2019 by mechazoidal
Calibrated Cameras in OpenGL without glFrustum ←
"You've calibrated your camera. You've decomposed it into intrinsic and extrinsic camera matrices. Now you need to use it to render a synthetic scene in OpenGL. You know the extrinsic matrix corresponds to the modelview matrix and the intrinsic is the projection matrix, but beyond that you're stumped. You remember something about gluPerspective, but it only permits two degrees of freedom, and your intrinsic camera matrix has five. glFrustum looks promising, but the mapping between its parameters and the camera matrix aren't obvious and it looks like you'll have to ignore your camera's axis skew. You may be asking yourself, "I have a matrix, why can't I just use it?"

You can. And you don't have to jettison your axis skew, either. "
opengl  computer_vision  graphics  reference  gamedev  vr 
april 2019 by mechazoidal
Christine Love on Twitter: "Incidentally, this isn’t just about text outlines—it’s about ANYTHING where your image is composited from multiple elements. (ie, portraits) You always need to composite every layer together first, THEN do your fade. I’
@christinelove: Incidentally, this isn’t just about text outlines—it’s about ANYTHING where your image is composited from multiple elements. (ie, portraits) You always need to composite every layer together first, THEN do your fade. I’ve seen a shocking number of commercial games fuck this up!
gamedev  graphics  piperesearch  tweet 
april 2019 by mechazoidal
Notes:Mega Man Legends - The Cutting Room Floor
"Teisel Bonne with his teeth broken. Or so it would seem. Those particular textures are actually part of a really clever transparency effect in character facial textures that use the PS1's alpha-blending to see past sides of open mouths. In one scene, Tiesel moves his head to his right side, which you can see right through his mouth at that angle, while he's speaking."
gamedev  textures  hack 
april 2019 by mechazoidal
Steve Karolewics - Anti-ghosting with Temporal Anti-Aliasing
"We decided that temporal anti-aliasing (TAA) would be the best solution to solve these aliasing issues, and Lumberyard already supports TAA. Unfortunately, we encountered a lot of ghosting as a result of using TAA with a fast moving camera. Ghosting occurs when portions of a moving object across multiple frames combine incorrectly to give the appearance of a second copy of the object. Through a combination of new techniques that we developed for The Grand Tour Game and previous advances by other studios and researchers, we were able to eliminate most ghosting without sacrificing performance."
rendering  shaders  gamedev  cars 
april 2019 by mechazoidal
These are my personal translation and slide notes. I apologize ahead of time if -
@CMZinac: Finally finished up my notes on that SNK SamSho AI talk. They said we can post this on social media so hopefully this is ok! Sorry about this taking so long! I know some of you were looking forward to it!
ai  neuralnetworks  gamedev  pastebin  fightman 
april 2019 by mechazoidal
"a high performance 2D vector graphics engine written in C++[C interface also available] and released under the Zlib license. It has a built-in JIT compiler that generates optimized pipelines at runtime. Additionally, the engine features a new rasterizer that has been written from scratch. It delivers superior performance while quality is comparable to rasterizers used by AGG and FreeType. The performance has been optimized by using an innovative approach to index data that is built during rasterization and scanned during composition. The rasterizer is robust and excels in rendering complex vector art and text."

Note that it started as an experiment to do 2d pipelines with JIT, and it worked so well they improved it into a real library. No dependencies except AsmJit, cmake build provided.
c  c++  library  graphics  jit  piperesearch  gamedev  pmz 
april 2019 by mechazoidal
GitHub - yankooliveira/uiframework: The deVoid UI Framework for Unity
"a simple architecture for UI handling and navigation in Unity. It enforces one simple rule: you can never directly access the internals of your UI code from external code, but anything else is fair game. You want to read data from Singletons from inside your UI? Sure. You want to sandwich mediators, views and controllers and do MVC by the book? Go for it. You want to skip the data passing functionalities and use your own MVVM framework? Power to you. Do whatever floats your boat and works best for your needs."
unity3d  library  gamedev  repo:github 
april 2019 by mechazoidal
Charlie Chaplin | The Obscuritory
@ItsTheShadsy: This is such a great kernel of an idea, but I couldn't figure out what to actually do when I was acting. But I love how the game takes place on film sets. It's a tribute to the filmmaking process
gamedev  games  review 
march 2019 by mechazoidal
Dave@Why's It So Cold on Twitter: "One more thing: Grid illustrates just how hard it is to make a working fighting game at a modern standard. You've got a base professionally competing to be the first person to find the design flaw that single-handedly de
@sasuraiger: One more thing: Grid illustrates just how hard it is to make a working fighting game at a modern standard. You've got a base professionally competing to be the first person to find the design flaw that single-handedly destroys your game. That's *hard* to account for.
fightman  games  gamedev  tweet 
march 2019 by mechazoidal | PasteBin For Unreal Engine 4
Note how they provide a visualization of the graph(down to connection curves, although this might be specified in the bp code itself). It's also good for seeing example blueprints code!
unreal  gamedev  tools  piperesearch  programming  graph 
march 2019 by mechazoidal
Blueprints Visual Scripting
The successor to Kismet, in Unreal 4. Fully node-based, C++ integration, etc.
unreal  gamedev  piperesearch  reference  programming  scripting 
march 2019 by mechazoidal
Eniko on Twitter: "So some people have asked me for a good summary of what's going on with Steam just reaming indies unless they're in the 1% of popularity.Here's my thread on it.I'll start with a disclaimer, observations, and then theories floated by dev
"We ran week long sales in October in 2017 and 2018, lets compare their performance to the winter sales shortly after (numbers are gross):

Oct: $2,954
Winter: $4,632 (+57%)

Oct: $1,294
Winter: $1,682 (+30%)

This might not seem like a big drop, but this is a big deal"
steam  this_is_fine  2019  tweets  business  gamedev  stacks 
march 2019 by mechazoidal
The Frontier Galaxy I
Showing the Frontier: Elite 2 / First Encounters galaxy generation algorithms. A few liberties taken by Braben in astrophysics, but still quite good. Note comment at end for ensuring star names aren't repeated syllables.
gamedev  procedural  programming  reference 
march 2019 by mechazoidal
Liz England on Twitter: "#gdc19 livetweeting: Subnautuca Portmortem.There’s also a Subnautica design talk later this week but it’s up against the Zachtronics talk.…"
@lizardengland: Claim: open development is the reason they succeeded and had enormous growth, quick feedback and iteration cycles, and new features have steamers new things to talk about, more videos, more sales, more money, more features.
tweets  gamedev  production 
march 2019 by mechazoidal
Quaternius - Game Assets
Low-poly game assets, in a distinctive style. CC0 licenses and usually includes FBX, BLEND, OBJ formats.
resource  gamedev  models  3d 
march 2019 by mechazoidal
Christine Love 🔜 GDC on Twitter: "Do you know that when you work with engines with GOOD UI toolkits, you can rapidly put together ideas and actually START developing your ideas in-engine? And actually iterate on them based on what feels good and what d
"Do you know that when you work with engines with GOOD UI toolkits, you can rapidly put together ideas and actually START developing your ideas in-engine? And actually iterate on them based on what feels good and what doesn’t?

Not having that ability actively makes games worse."

(note her shout out to HTML and Ren'Py later in the thread)
gamedev  piperesearch  gui  tweets 
february 2019 by mechazoidal
On DOTS: C++ & C# – Unity Blog
They are moving low-level engine code to C#, with their own high-performance compiler
c#  unity3d  programming  gamedev  2019 
february 2019 by mechazoidal
Animation C# Jobs – Unity Blog
Referring to the ability to modify the animation system during runtime, not employment.
unity3d  2018  animation  gamedev 
february 2019 by mechazoidal
Shooters: How Video Games Fund Arms Manufacturers •
Barrett seems to be the most energetic with the M82 being photogenic. The NRA involvement is even more damning looking back from 2019.

None of the major game companies (inc Sega) wanted to talk about it.
us  2013  games  guns  branding  capitalism  gamedev 
february 2019 by mechazoidal
Component · Decoupling Patterns · Game Programming Patterns
Note quite a full entity-component system, but shows how might get there
ecs  gamedev  patterns  programming  oop  piperesearch  components 
february 2019 by mechazoidal
Mike Rose on Twitter: "Little thread of potential horror:I am getting very, very worried about the future of Netflix-like subscription models. In the last 6 months, I have been contact by over a dozen different services, who all want to put No More Robots
"But here's the catch: None of these platforms want to pay anything upfront. Instead, they want to pay us "per number of hours" that their users play our games, compared to how many hours their users are playing games overall. Which is obviously going to be *shit* for indie devs"
as @bruces would say, what happens to musicians etc.

But note later in thread: music got cheaper on latter 20th century, but production costs got cheaper as well. Same thing hasn't happened to games yet.
2019  games  business  tweets  gamedev 
february 2019 by mechazoidal
Quadtree vs Spatial Hashing - a Visualization
Spatial hashing seems to be faster for uniform size objects. Visualizing both of them helps to show the differences
graphics  datastructures  gamedev 
january 2019 by mechazoidal
Hundred Rabbits — Map
"We have sailed 23'669km making tools, games, recipes, and videos."
programming  blog  gamedev  sailing  travel 
january 2019 by mechazoidal
Hope you like reading ldd output! · GitHub
"A week ago I was CC'd in on a thread about Linux packaging, and how to avoid doing it the wrong way (i.e. RPM, Deb, etc.). I've always used MojoSetup and I've never forced distributions to do any additional work, but this is still a new concept to a lot of people. Additionally, Amos suggested that I expand on Itch's FNA appendix, so here's a guide on how I package my games."
gist  gamedev  packaging  linux 
january 2019 by mechazoidal
» Life on the Grid The Digital Antiquarian
On real-time grid dungeon crawlers, starting of course with Dungeon Master. Also covers "Captive" as well!
digital_Antiquarian  games  gamedev 
january 2019 by mechazoidal
How DOOM fire was done
"It was interesting to re-discover this classic demoscene effect; the underlying idea is similar to the first water ripple many developers implemented as a programming kata in the 90's. The fire effect is a vibrant testimony to a time when judiciously picked palette colors combined with a simple trick were the only way to get things done."
games  programming  graphics  gamedev 
december 2018 by mechazoidal
Dreamcast Programming
"describes everything down to the GPU registers"
dreamcast  programming  sega  electronics  gamedev  reference 
december 2018 by mechazoidal
2D SDF Shadows
This is using Unity shaders (hlsl/Cg), but relatively understandable
sdf  rendering  graphics  unity  shaders  howto  gamedev  piperesearch 
december 2018 by mechazoidal
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