C++ question
This is a very basic question. In int main() why is it a int and not a void and why do you have to return 0.#include <iostream> // The # represens a preprocessor directive and <iostream is a...
View ArticleC++ question
This is a very basic question. In int main() why is it a int and not a void and why do you have to return 0.#include <iostream> // The # represens a preprocessor directive and <iostream is a...
View ArticleOpenGL ES Framebuffer switching vs textures, shaders bound + GI questions
Im making omnidirectional shadowmapping i encountered few issues that i am not aware of, that is:Whenever i bind program (shader) and switch between framebuffer is.this shader still in use or do i have...
View ArticleMedieval Fighting Games
First off, sorry if this is not the right forum - Not sure if this should go under design.I am curious to work on a medieval fighting game - Either first person, or behind the back cam style - Swords,...
View ArticleSéculos
Séculos is a game in which you must find ways to pass the time by doing various activities around the house you're stuck in. These involve minigames and light puzzles, which may lead to different...
View ArticleMay '20 Update
I'm a little behind on my update this month (which I'm guessing only really matters to me).Sprint RecapFor May I wanted:Add some strategic consequences to tactical damageCreate a loot table that can be...
View ArticleRetroactively Speaking
This project has been in the background of a 9-5 job for some time, but other than a few weekends here and there it did not get a lot of time. Only recently did work start in earnest, and that is while...
View ArticleMap, fluid system "fix" - Devblog #13
Day 13 - “Lagoon” MapThere is map now in game (cover image). You can't see it, but it exists. You will find new perimeter in top-left corner. Making it was quite easy. Simply loading image and checking...
View ArticleGraphics Programming weekly - Issue 136 — June 14, 2020
Followup tidbits on RGBEthe author presents considerations for designing conversations explained with the example of RGBE encodingdiscusses quantization, round trip error, and precision maximization...
View ArticleMaking scavenging interesting (turn-based survival/management)
Hi!Im designing a turn-based colony management game where you send survivors out on as grid-based map to search locations such as gas station, clinic, homes, police station etc. The location states...
View ArticleZibbs - Alien Survival. Devlog #13: Holographic Base.
Greetings, The most experienced players who succeeded in survival will have the opportunity to build a flying saucer and leave the Earth. This is the final goal of the whole game. Building of the...
View ArticleEpisode 31; The Evolution Of Helsinki’s Gaming Ecosystem
Interesting article in my inbox last week. Helsinki and gaming. Some takes from my friend Joakim about what Helsinki’s game environment is lacking and what needs to be done; “Ultimately, getting the...
View ArticleAI and Gaming: What can artificial intelligence do for Gaming
From finding bugs to creating a tailor-made experience for gamers, AI, artificial intelligence, has been involved in the gaming industry since the olden days. Video games have remarkably changed and...
View ArticleDevelopmet log Escapes 17(Better Lights, Sound effects and more small updates)
Development log 17 Welcome to my development log, In this video i show you the new things that are in my game, today the lighting is changed and added sound effetcs.I also give a quick recap of some...
View ArticleWeekly Updates #79 - Tight Security
Hello there! This is your Weekly Update post coming in a little late this week due to unexpected events. Last week was quite similar to the week before. The main goal here was to clean up the code and...
View ArticleVaporwave Roguelite
This game is a yet-to-be-name classic Roguelite with a Vaporwave/Memphis twist to it.There's also relics, shops, weapons and gold (of course). It'll have a really classic level generation with paths,...
View ArticlePhysX joints
I'm having trouble understanding how to configure joints in PhysX.. particularly the localFrame0 and localFrame1…I create the rigidBodyDynamic actors in the proper place in world space and then...
View ArticleGoogle Play Open Beta Release
In addition to publicizing the mobile release of Hibotchi, this update features a method of saving and loading in the middle of Gauntlet...
View ArticleTemplars is now at Patreon !
Greetings! we have just launched our Patreon site including Early Access to the closed Alpha client and six tiers are available with custom benefits and a new goal! be sure to take a look watch and...
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