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It's over, I've finally completed my from scratch game project!
The final stretch has been far from glorious.
Rather than making features, it has been nonstop bug fixing.
To reach feature complete, I started just writing down non critical bugs rather than fixing them.
But after feature complete, I star…
How to stop a camera from clipping into models; without using raycasts (because my engine doesn't have easy an easy generic ray cast system).
My firsts idea was to just slap a collision shape around a camera, but this has some issues.
By surrounding the camera with an OBB (oriented bounding box), we …
An algorithm created to make AI not fly into things (it's not boids).
The high level idea is to create avoidance spheres.
When an ai agent enters a sphere, it avoids the center.
The deeper the agent goes, the more avoidance it has applied to it.
The avoidance removes a portion of its desired direction …
I advise trying some benchmarks as well, even if you can face some extra issues to solve, cause I can't imagine another way out here - it's impossible to apply any of the A/B tests, unfortunately.
Just think over what you are going to test and try it (some piece of it at least). In case …
I can't believe it's been two months already since the year started. Time moves extremely quickly these days. Anyway, we have some solid progress to show, and some important announcements to make this month, so strap in!
Overall progressLast month was a big update with a lot of new content, particu…
@Alberth Thanks! I'll consider changing it up a bit. This is somewhat of a bullet hell so it does get difficult quick and relies on the player maintaining health throughout the stage, and bosses are the main attraction.
Maybe I'll make the enemies harder :>
I hope you've all started well into the new year! We're well into production now, with the vertical slice slowly taking shape. Much of the work in January has been on concept and background work, which is now done, so we are moving forward on the implementation of the new features, assets, and writ…
In episode 12, Jeremy chats with Nathan Jester and Derek Hampton at Brown Chicken Brown Cow in downtown Hampton. Nathan and Derek are local indie developers and long-time PixelFest participants. Nathan recently built a shoe-box arcade controller amongst a variety of gaming projects. Meanwhile…
In episode 12, Jeremy chats with Nathan Jester and Derek Hampton at Brown Chicken Brown Cow in downtown Hampton. Nathan and Derek are local indie developers and long-time PixelFest participants. Nathan recently built a shoe-box arcade controller amongst a variety of gaming projects. Meanwhile, …
9 minutes ago, Green_Baron said:If i am not mistaken gl_FragColor is fixed function pipeline functionality
Well, since it's in GL Shading Language, it's definitely not a fixed function pipeline stuff
But it's from the ages when there were only two shader stages.
…So I asked the creative director of the dev studio and this is his reply. I hope it can help you guys. I'll figure out my own way.
QuoteHello
Indeed Iknow what you're talking about
I hacked a displacement shader, using a very hight displacement value and noisy height/colorma…
Do you want to combine Unreal Engine's content with other content in Lightact media server? Sit back and watch this 4 min tutorial to learn how:
Alpha Blending Unreal Engine 4 with Lightact:
DMarket, the world’s first and only working marketplace on blockchain for in-game items trading, today announced the release of its product version 2.0 Beta.
One of the key features of v2.0 is Steam integration. It allows users to trade and exchange Steam-stored in-game items on DMarket, pro…
Jonathan Blow, designer for Braid and The Witness, has been live streaming his latest game engine development and posting the streams to Youtube. The latest streams cover the implementation of an improved animation system and animation control methods.
Click here to view the full series or w…