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#game development software
nvishsolution · 3 months
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redappletech · 10 months
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Finding the best game development engine is quite difficult. In this post, we are going to help you choose to select the best mobile game development software. It will eventually help you to emerge as a key figure in the industry to serve a vast user segment throughout the year with cutting-edge mobile game development experiences. Know more: https://vocal.media/gamers/top-new-mobile-game-development-software-you-should-know-in-2023
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mvfm-25 · 2 months
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" Scaling the cabal : VALVe's design process for creating Half-Life 2! "
Game Developer Magazine (GDM) - November, 2005.
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chroma-game · 7 months
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Working on the main character's clothes atm. Messing around with Blender's cloth systems. It's slowly driving me insane.
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artzyleen · 3 months
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These bloopers are fcnk hilarious , that Sebastian and Natty mutation lmaooo
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impernious · 9 months
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Hey! So I'm super new to Tumblr, please be kind.
I'm a tabletop rpg designer. I develop games and do freelance writing. Most of my current work is with Onyx Path, but I've done some stuff with Magpie, Green Ronin, and JWP (back when that was still a thing).
Things you might have read and not realized I was involved:
Exalted: Essence (I wrote the social and combat mechanics) The Trinity Continuum (I developed the mechanics for the Core and Aeon, and I developed Adventure!, I also wrote on a ton of other books like Assassins) Avatar Legends (I wrote the Kyoshi era adventure in the companion) Werewolf: The Apocalypse 20th (I wrote on a couple of supplements for this) Mage: The Awakening 2e (I wrote the magic system for the core book) Vampire: The Requiem 2e (I developed almost all the supplements for this before Paradox stopped approving things)
If you want to see a full (not at all up to date) listing of my work, you can find it at my freelance website.
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blubberquark · 1 year
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Picking
The question “How do you know which in-game item a user has clicked on?“ has surprisingly many answers. It’s not a particularly difficult question to answer, but there are several “correct“ answers out there in textbooks and tutorials. Each of them is supposed to be for 3D games, but they all can be made to work in 2D, for obvious reasons.
Render To Buffer
In order to determine which item a user has clicked on, you render the 3D scene to a special buffer, with special colours and without shading. Every object has its own unique colour (maybe you give each clickable object a unique 24-bit or 32-bit ID) that can be looked up somewhere. Objects that aren’t clickable are just 0x000000.
Now you can look up the position of the mouse cursor in that buffer, look up the colour in your look-up table, et voilà, you get the object the user has clicked on.
Render To Pixel
Rendering the whole 3D scene again with false colours is actually rather wasteful. How about instead of rendering a whole buffer the size of the window, you just render a 1x1 pixel buffer, and set up the camera/view frustum/projection matrix so that the perspective of that pixel is the same as the perspective of the corresponding pixel on the screen? The maths here should be simplified if the reticle is in the centre of the screen. If your engine has view frustum culling, this could even be highly performant.
Draw-And-Pick
Do you enjoy living dangerously? Do you hate your colleagues? Your future self?
Just do drawing and picking in one pass. What could possibly go wrong? Inside your drawing code, just check if the pixel you are currently drawing is under the mouse. This only really works if you are doing software rendering, and it will come back to bite you sooner or later, but it saves you from implementing a separate picking step. So who can say if this is really wrong?
Geometry
This is the most boring answer. In Unity, there is an option to do a ray-cast on the collision data. Sometimes this method is not pixel-perfect, because some objects have hitboxes that are smaller than their render geometry, some have hitboxes that are simple shapes circumscribed around their geometry, and some don’t have collision geometry at all, so the mouse click goes right through them.
All in all, having your level geometry in a data structure you can query easily for continuous collision detection is a pretty good deal. If you can, take this deal!
Physics
This is the most fun answer. Just spawn an object, launch it into the direction of the cursor, and trigger an action when it hits something.
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bitingyougently · 2 months
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Current game build running in a standard 80x24 virtual terminal on my work computer (ubuntu 20.04)
the game is written in my langauge Matte (https://jcorks.github.io/matte/doc-quick.html), but all it uses are C printfs for the graphics
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smak-annihilation · 4 months
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enzocomics · 1 year
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mechanical-moron · 6 months
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Programmers, Web designers, game developers, anyone else who does stuff with numbers on a computer screen.....curious to know if you guys ever dream in code, and if so, do you like it? I for one do not find it to be particularly enjoyable but want to hear what others have to say lol.
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transpotato5 · 5 months
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tried to do some game dev todday
it went well
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bros getting jiggy with it
lemme tell a story. way back in the old days before i made the current isopod model i used a very simple one as a placeholder (i also didnt make them isopods). sometimes they would pathfind over to this one specific spot underwater by the beach. but when i started using the NEW model (plus some rigging, the old one didnt have rigging) they also went to that area but in much, much greater numbers
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rgarts-292 · 15 days
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Please help me answer some questions about 3D artists' software!
Hey, everyone! I am a second-year student who has to do research about the usage of 3D Software in the game industry. I wondered if someone who works in the industry (Indie or not) could help me by answering some of my questions. The questions mainly revolve around 3D-art. 
Which software is used? 
For what is this software used for specifically? 
How much do you make use of this software? 
Why do you use your chosen software, instead of comparable software? (For example, why use Maya over Blender?) 
Which software is the most important to learn if someone wants to enter the industry as a 3D-artist? 
Thx in advance! 
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allaroundnerd · 7 months
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Codetober Day #8
I am not a self-taught coder and ended up learning while I was in college. Unfortunately there were no programs in grade school for me that taught programming in any way, so my first taste of it came when I was a college freshman. Due to this, I support a charity that teaches computer science fundamentals to inner city school students and even acted as a TA for a while.
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climbingthecastle · 17 days
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what will the first demo have?/other stuff -[Pizza Tower Clone]
(SORRY FOR BEING GONE FOR A LITTLE WHILE, MOTIVATION IS A BIG STRUGGLE FOR ME SO POSTS WILL BE FEW AND FAR BETWEEN.) -Drew
ight so, before i get into the topic of this post, id just like too say:
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I GAVE MIKE A GUN !!
as of now mike/the player can: double jump, dash, run, walk (duh) and shoot. (also another machinic but I'm not going to reveal it here mwaahahahahahaha)
anyway, the first demo will have a tutorial, and 1-2 levels.
One of the 2 levels being called "medieval mania" being a castle/medieval themed level, the other level is not exactly in my mind, i was thinking of something called "ancient grease" a pun of "ancient Greece" it would be like ancient Greece but food themed(?) but that also seems too close to pizza tower, my game is inspired not a copycat, although the idea is kind of funny. Also, the first world of the game (or floor, as you climb a castle.) is time themed, so that could fit as well.
Anyway, i also made some enemies:
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the ball with legs is called a "goober" its just the generic "Goomba/Cheese slime" enemy of the game, the next one is a spear guy, may call em spearies, they damage you if they run into you. Lastly is the knight, they drop swords from above (most likely going to redesign them as the sprites kind of lazy.) They also cannot be killed.
Anyway, before i go, heres a video of me in a test room messing around:
(Sorry for no sound idk my pc doesn't like recording Gdevelop 5 preview's sounds i guess?)
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rsucreates · 4 months
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hi codeblr !! im rsu n create art and try to code (recently)
i want to create projects that combine both my art and coding abilities into one for my gf and make rly cute things for her
im starting this blog to document the journey n processes so me, my gf (eventually its a surprise 🤫) and whoever else can look back on the progress and use some posts as references
i have v limited knowledge on coding so i���m starting from the ground up and learning project by project !! it would be amazing to get to know some of u in the codeblr community n become mutuals so we can motivate and support eachother <3
facts abt me:
- i’m in my early 20s !! and i have a full time job atm so will be doing this on the side
- i live in the UK
- i work in a non-coding tech role atm !
- i love sanrio
- cute design motivates me v much
- im setting this blog up for accountability n documentation but would also like to make mutuals who code!
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