submitted by veggay to gamedev
56 points | 9 comments
I’m making a web bomberman game in Godot, Mushboom, and I added first person view (shown in video) 😁
vimeo.com/1200685412
submitted by veggay to gamedev
56 points | 9 comments
I’m making a web bomberman game in Godot, Mushboom, and I added first person view (shown in video) 😁
vimeo.com/1200685412
Just a overview of the DOMAIINS horror experience game
i care a whole lot about user experience. it sometimes feels like that's all i think about when working on development. how can i make sure that a player feels like the game/menu interactions are intuitive and their goals are clear, while also using as little text as possible. video games are complicated... VERY complicated. and finding a way to achieve your grand creative vision for a huge…
submitted by BrikoX to gamedev
4 points | 1 comments
https://www.neowin.net/news/epic-games-unveils-unreal-engine-6-and-its-first-footage-is-here/
The next generation engine from Epic Games has been unveiled using Rocket League.
submitted by jamesfebin to gamedev
27 points | 5 comments
Bevy Game Engine Visually Explained
A visual tour of how Bevy helps you compose complex, emergent games from small independent systems and a data-driven architecture.
submitted by cm0002 to gamedev
64 points | 10 comments
https://automaton-media.com/en/news/developer-makes-the-same-game-twice-in-unity-and-godot-after-struggling-to-choose-an-engine-delivering-detailed-comparison-of-the-pros-and-cons/
submitted by CodiUnicorn to gamedev
10 points | 5 comments
https://pvs-studio.com/en/blog/posts/1375/
An untapped avenue of finding hidden gems
submitted by nemeski to gamedev
3 points | 0 comments
https://www.techpowerup.com/348480/valve-adds-steam-deck-frame-rate-reporting-tools-for-developers
submitted by heliodev to gamedev
1 points | 0 comments
I am building this ECS in my spare time. Complete description with examples you can find in readme on github.
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,…
Choosing the right difficulty level shouldn't be a judgement on your self-worth
submitted by CodiUnicorn to gamedev
4 points | 0 comments
https://pvs-studio.com/en/blog/posts/1361/
submitted by ViscloReader to gamedev
8 points | 6 comments
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…
The first 2 engines
In the beginning...
submitted by Quokka to gamedev
43 points | 11 comments
https://quokk.au/static/media/posts/eZ/Kv/eZKv6shYTqiYhtL.mp4
Not sure how far I’ll go with this but I’m having a lot of fun so far. Shoutout to opengameart.org for all my temporary assets.
So far I’ve got dialogue via Dialogue Manager, NPCs, factions, enemies with different weapons projectiles & hitscan, and 8 directional sprites. Not bad…
submitted by cm0002 to gamedev
5 points | 0 comments
https://www.youtube.com/watch?v=4BCmKnN5eGA
submitted by cm0002 to gamedev
43 points | 19 comments
https://www.phoronix.com/news/Fluorite-Toyota-Game-Engine
Well, here’s an unexpected combination… Toyota’s Toyota Connected North America unit is developing a console-grade open-source game engine. Making it even more unusual is their engineering choices of building around the Flutter toolkit and in turn the Dart programming language. This…
Today, my writing is focused on my spaceship game, Thorium Nova. Over the last few days I've written several discussions about the behavior of ship systems. I'll link them here, for you to enjoy. Feel free to comment as well — anyone is welcome to share thoughts and opinions or ask questions.
Exocomps
Transporters
Docking
Tractor Beams (this one is an example where I realized some…