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submitted 2 years ago by frantufro@lemmy.world to c/gamedev
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submitted 2 years ago* (last edited 2 years ago) by fell@ma.fellr.net to c/gamedev

Why exactly is deferred rendering faster?

The GPU is still doing the same work per pixel, isn't it?

Is it because there is less dependency chains as the buffers (albedo, normal, light, emission, ...) are independent?

#gamdev #rendering #opengl
@gamedev@lemmy.blahaj.zone @gamedev@lemmy.ml @opengl @gamedev@kbin.social

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submitted 2 years ago by ProdigalFrog@slrpnk.net to c/gamedev
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submitted 2 years ago by ProdigalFrog@slrpnk.net to c/gamedev
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submitted 2 years ago by ch0ccyra1n@emeraldsocial.org to c/gamedev

I made a horrible mistake with my first game

So for context: I'm a programmer and I like the idea of not using a game engine, but I have no real prior experience with game development specifically.

I thought it was a good idea to make a text adventure game (think Zork) in C, since the language offers great portability, including the ability to run code on the 6502. Also a text adventure game made sense because I can't make art and idk anyone else who wanted to work on a game with me.

This was a terrible idea for a few reasons:

  1. A text adventure game is impossible to make with a small scope
  2. My from-scratch engine wasn't really designed with modifying the game data mid-development in mind
  3. I have no clue what I'm doing.

I just don't know what to do now. Any ideas? @gamedev

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submitted 2 years ago by fart@sh.itjust.works to c/gamedev

VERY WIP. Please be kind :)

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submitted 2 years ago by smolgumball@lemmy.world to c/gamedev

This is a talk from BenUI for #notGDC.

Covers UI / UX best practices and thinking through the lens of:

  • Letting the player know something
  • Letting the player do something
  • Letting the player feel something

Slides are available as well

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submitted 2 years ago by smolgumball@lemmy.world to c/gamedev

This is a talk from BenUI for #notGDC.

Covers UI / UX best practices and thinking through the lens of:

  • Letting the player know something
  • Letting the player do something
  • Letting the player feel something

Slides are available as well

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submitted 2 years ago by smolgumball@lemmy.world to c/gamedev

This is a talk from BenUI for #notGDC.

Covers UI / UX best practices and thinking through the lens of:

  • Letting the player know something
  • Letting the player do something
  • Letting the player feel something

Slides are available as well

85
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submitted 2 years ago by smolgumball@lemmy.world to c/gamedev

This is a talk from BenUI for #notGDC.

Covers UI / UX best practices and thinking through the lens of:

  • Letting the player know something
  • Letting the player do something
  • Letting the player feel something

Slides are available as well

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submitted 2 years ago by Calcharger@kbin.social to c/gamedev
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submitted 2 years ago by Liana@lemmy.fmhy.ml to c/gamedev

Narrat Jam 2

The Narrat Jam 2 is a month-long game jam for games created using narrat

Narrat is a game engine for narrative RPGs that's very accessible and beginner friendly. It can make narrative games, visual novels, point and click etc, but also comes with built-in RPG features like inventory, quests and skills.

There is also a narrat forum to discuss the jam!

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submitted 2 years ago by AeonFelis@lemmy.world to c/gamedev

Narrative scripting languages like Yarn Spinner or Inkle were originally meant for writing dialogue, but I think they can also be used for scripting the world progression even when no dialogue or even narration is involved.

Example for something silent that can be scripted with a narrative scripting language:

  1. When the player pulls a lever...
  2. Move the camera to show a certain gate
  3. Open the gate
  4. Move the camera to show something interesting behind the gate
  5. Return the camera to the player

Even though no text nor voice are involved here, I think a narrative language will still fit better than a traditional scripting language because:

  • Narrative languages describe everything in steps. Scripting languages will need to work a bit harder to generate steps the actual game engine can use.
  • Narrative languages have visual editor that can help showing the flow of the level as nodes.
  • The interface between a narrative language and the game engine tends to be seems to tend to be higher level (and less powerful) than the one with a traditional scripting language.

On the other hand, flow control seems a bit more crude and ugly with narrative scripting languages than with traditional scripting languages. It should probably still be fine for simple things (e.g. - player activates a keyhole. Do they have the key?), but I wonder if a game can reach a point where it becomes too complex for a narrative language (I'm still talking about simple world progression, not full blown modding)

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submitted 2 years ago* (last edited 2 years ago) by Moah to c/gamedev

So, this engine is new to me. I was looking for a rendering-only engine (which this isn't) when I found this.
I'm wondering if anyone has any hands-on experience with it, his it compares to everything else out there, etc.
Any recommendation or, on the contrary, advice to stay away from it?

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submitted 2 years ago by lanolinoil@lemmy.world to c/gamedev
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submitted 2 years ago by RothyBuyak to c/gamedev

I have plans for making video game, and so far Godot looks most promising out of free game engines (completely free and open source, native script language - GDscript - similar to Python which I know and from yt tutorials it seems very intuitive). Any couterarguments?

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submitted 2 years ago by NocturnalMorning@lemmy.world to c/gamedev

I didn't see IndieDev, which is a community I frequented a lot on reddit. Between this one and IndieDev, that's where I spent most of my time. I'm honestly not even sure what the distinction between the two is anymore.

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submitted 2 years ago by loffiz@vlemmy.net to c/gamedev

I'm developing my own game from scratch, and up until now I've been using json (nlohmann) for de-/serialization. My game generates a lot of objects procedurally (think of it as Minecraft in size) and objects load/unload pretty slow and occupies a lot of disc space. I've seen lots of people recommend creating your custom serialization instead of using something like protocol buffers, but I cannot find much on the subject in terms of general guidlines and principles.

What I'm looking for:

  • Highly performant (probably a format that translates directly from and to the objects themselves?)
  • Simple to extend existing classes with serialization/deserialization instructions
  • Serialization of objects with nested objects
  • Handling of arrays/vectors and primitive types

I might be thinking wrongly on these wishes, please tell me if so =)

I've been pondering and searching for guidance but not finding anything concrete. I thought that there's probably some of you smart people that have experience with this!

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submitted 2 years ago by fart@sh.itjust.works to c/gamedev

Trying to get my page ready by the deadline...

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submitted 2 years ago by Liana@lemmy.fmhy.ml to c/gamedev

Narrat is a beginner friendly game engine for narrative RPGs, with a UI and systems inspired by games like disco elysium and TTRPGs in general. You can make games for Web and desktop with it and it's very easy to use

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submitted 2 years ago by fart@sh.itjust.works to c/gamedev

I'm working on a game right now and I've added some post processing and I'm loving how it looks, but I'm realizing I don't know anything about it. What does your post processing stack look like? How does it fit into your game's overall art style? Would love some resources on post processing if anyone has them!

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submitted 2 years ago by fart@sh.itjust.works to c/gamedev

I've been working on my 3D platformer, but when people play test it they find the actual platforming part hard to control. I am using the thirdpersoncontroller from unity assets - is there a guide or a book out there that walks you through fair level design and player mechanics? I don't even know what I should be targeting

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submitted 2 years ago by Louise@lemm.ee to c/gamedev

For me, I recently had to revamp something because I was taught to use PlayerPrefs for saving all game data and had to move everything to a JSON in order to make cloud saves work or even just transfering save files to other devices.

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submitted 2 years ago* (last edited 2 years ago) by Kritical@lemmy.fmhy.ml to c/gamedev

If you had an idea for a game that you eventually wanted to be procedural generated would you first play with the design on a static tileset?

If so is there anything to keep in mind while designing your assets / game objects?

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submitted 2 years ago by Brody@lemmy.world to c/gamedev

Wanted to share this.

As someone who's an experienced developer in Unity who wanted to learn good practices for how to program player mechanics in Unreal 5, I've found this course to be really really helpful.

Goes over making custom movement modes, ray tracing, creating Animation Blueprints from scratch, and how to dynamically place hands on nearby surfaces with IK. Also shows how to import animations in that aren't using the exact same skeleton hierarchy as Unreal's default mannequin.

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