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submitted 1 week ago* (last edited 1 week ago) by Kissaki@programming.dev to c/gamedev@programming.dev

s&box, from the creator of the popular Source Engine sandbox Garry's Mod, released three days ago. s&box is based on the Source 2 engine, and not only a sandbox but a game development and publishing platform, including publishing on Steam.

The news post one day after release openly covers the mixed ratings, public finances, doubling their play fund that pays creators, and public roadmap.

I was surprised to see they openly and transparently publish day-by-day finances.

The public performance stats are interesting too.

Refreshing. I wish more publishers would do these kinds of things with deliberate open communication and transparency.

Their metrics pages:

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submitted 1 week ago by cm0002@lemy.lol to c/gamedev@programming.dev
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This is a brand new conference organized by game workers. The program is already partially available.

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submitted 1 week ago by cm0002@lemy.lol to c/gamedev@programming.dev
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submitted 2 weeks ago* (last edited 2 weeks ago) by SunlessGameStudios@lemmy.world to c/gamedev@programming.dev

Making levels in Blender feels a little backwards, but the results speak for themselves. Does anyone have a better way? Please share. I'd love a way to setup materials faster, tile out floors, and separate out the collision shapes .

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submitted 2 weeks ago* (last edited 2 weeks ago) by Shaker_dev@programming.dev to c/gamedev@programming.dev

You can play it on your phone

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submitted 3 weeks ago by Amoxtli to c/gamedev@programming.dev
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submitted 3 weeks ago* (last edited 3 weeks ago) by heliodev@programming.dev to c/gamedev@programming.dev

I am building this ECS in my spare time. Complete description with examples you can find in readme on github.

https://github.com/helioscout/moecs

If you want the highest performance, it's best not to use any ECS. I love ECS because it allows you to systematize and separate/parallelize logic/data, move each part of the game into its own system, customize its operation, and generalize logic for entities with different components. As for speed, it will vary on different computers. You can play around with main.odin, and see the benchmarks (I use this code for testing). I'd be interested in seeing your results.

My tests show this:

With 7 components, 3 systems, 1 million entities, 6 archetypes, world progress 100 times takes 56 milliseconds (at each iteration: 1 system adding component to 100 entities and despawning one entity and 2 others getting 6 components for each entity).

I also built simple space game as a demo.

https://github.com/helioscout/mouniverse

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submitted 3 weeks ago* (last edited 3 weeks ago) by Shaker_dev@programming.dev to c/gamedev@programming.dev

1- left and right buttons ✔️ 2- Down button ✔️ 3- volume button ❌

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/rant

Thats it i opened instagram and after not opening for 2 years, all i can see is stupid AI crap. there is nothing else, i search for game dev tag, still ai crap.

this is feeling like dead internet.

I decided i will not include anything from AI in the game i develop, i will make it fully old school.

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I wanted to make a silly video after the idea popped in my head. It took about 5 minutes.

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I'm working on a project that's scaling up a bit fast in term of files and content. As such I need a way to keep these files organized.

The godot documentation recommends keeping resources and assets close to their scenes. I used to do the opposite, separating assets by type and linking them in my scenes.

Now, what the docs recommend is good but how to avoid duplications when you need to use the same resource at multiple places?

Say you have a gunshot sound, your player can use it, your enemies too.

Option A (the docs way):

/enemies/cowboy/gunshot.ogg
/enemies/cowboy/cowboy.tscn
/enemies/turret/gunshot.ogg
/enemies/turret/turret.tscn
/player/gunshot.ogg
/player/player.ogg

Here I have a redundancy of gunshot.ogg, so if later I want to edit the sound, I have to remember to swap it at 3 different places.

But on the other hand, the scenes are better "packed" for reusability on other projects and it "feels right"

Option B (my way):

/gameobjects/player.tscn
/gameobjects/cowboy.tscn
/gameobjects/turret.tscn
/sounds/gunshot.ogg

Here my naive way reduces redundancy, if I want to update the gunshot sound, I can just replace the one under /sounds/. The project is smaller which is also a (very) good benefit.

However, if I want to make another game, reusing those scenes is a pain because I'm dealing with missing resources and finding who needs what to work.

Is there a middle ground method, some Option C I'm not seeing?

Thank you for reading ^^

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submitted 1 month ago* (last edited 1 month ago) by SunlessGameStudios@lemmy.world to c/gamedev@programming.dev

It's just a part of the whole bee movie meme genre. Please let me know if you enjoyed it. Reddit sucks so I made my account to share here instead. I coded everything myself, and did all the assets, beyond what I get from cc0 sources.

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