#gamedev #video
Видео о геймдизайне Doom (2016). Рассказывает в том числе о множестве трюков, работающих на поддержку power fantasy (а вы что, правда думали, что из вас настолько крутой думгай?).
youtu.be/2KQNpQD8Ayo
Видео о геймдизайне Doom (2016). Рассказывает в том числе о множестве трюков, работающих на поддержку power fantasy (а вы что, правда думали, что из вас настолько крутой думгай?).
youtu.be/2KQNpQD8Ayo
YouTube
Embracing Push Forward Combat in DOOM
In this 2018 GDC session, id Software's Kurt Loudy & Jake Campbell detail the philosophy behind the combat design of 2016's DOOM and its implementation, and discuss the possibility for its inclusion in multiple genres.
Register for GDC: http://ubm.io/2gk5KTU…
Register for GDC: http://ubm.io/2gk5KTU…
#gamedev #video
Видео о TimeDelta и о том, как с этим работать. Рассказывается в контексте Unity, но применимо к любым симуляциям с переменным количеством времени на отрисовку кадра.
youtu.be/yGhfUcPjXuE
Видео о TimeDelta и о том, как с этим работать. Рассказывается в контексте Unity, но применимо к любым симуляциям с переменным количеством времени на отрисовку кадра.
youtu.be/yGhfUcPjXuE
YouTube
Dear Game Developers, Stop Messing This Up!
DeltaTime. This video is all about that mysterious variable that oh so many game developers seem to struggle with. How to use DeltaTime correclty? I got the answers and hope this video will help to deepen your understanding about how to make frame rate independent…
#prog #rust #gamedev #article
Leaving Rust gamedev after 3 years
Длинный пост о разочаровании в текущем состоянии Rust-геймдева
Disclaimer: This post is a very long collection of thoughts and problems I've had over the years, and also addresses some of the arguments I've been repeatedly told. This post expresses my opinion the has been formed over using Rust for gamedev for many thousands of hours over many years, and multiple finished games. This isn't meant to brag or indicate success, but rather just show there has been more than enough effort put into Rust, to dispel the the commonly said "once you gain enough experience it'll all make sense" argument.
<...>
It's my personal opinion after trying to make Rust gamedev work for us, a small indie developer (2 people), trying to make enough money to fund our development with it.
<...>
We've released a few games across Rust, Godot, Unity, and Unreal Engine, and many people played them on Steam. We also made our own 2d game engine with a simple renderer from scratch, and we also used Bevy and Macroquad for many projects over the years, some being very much non-trivial. I've also used Rust full-time at work as a backend developer. This post is not based on a short-sighted opinion of just going through a few tutorials or trying to make a small game for a game jam. We're well over 100k lines of Rust code written over 3+ years.
Leaving Rust gamedev after 3 years
Длинный пост о разочаровании в текущем состоянии Rust-геймдева
Disclaimer: This post is a very long collection of thoughts and problems I've had over the years, and also addresses some of the arguments I've been repeatedly told. This post expresses my opinion the has been formed over using Rust for gamedev for many thousands of hours over many years, and multiple finished games. This isn't meant to brag or indicate success, but rather just show there has been more than enough effort put into Rust, to dispel the the commonly said "once you gain enough experience it'll all make sense" argument.
<...>
It's my personal opinion after trying to make Rust gamedev work for us, a small indie developer (2 people), trying to make enough money to fund our development with it.
<...>
We've released a few games across Rust, Godot, Unity, and Unreal Engine, and many people played them on Steam. We also made our own 2d game engine with a simple renderer from scratch, and we also used Bevy and Macroquad for many projects over the years, some being very much non-trivial. I've also used Rust full-time at work as a backend developer. This post is not based on a short-sighted opinion of just going through a few tutorials or trying to make a small game for a game jam. We're well over 100k lines of Rust code written over 3+ years.
#gamedev #article
Friday Facts #401 - New terrain, new planet
Заметка о новой генерации ландшафта в Factorio, которая выглядит более красиво и реалистично, позволяет генерировать вещи, которые попросту отсутствовали со старой генерацией из-за взаимной блокировки мест для размещения и при этом пригодна к исследованию в том плане, что теперь есть пути без случайных преград на них
Friday Facts #401 - New terrain, new planet
Заметка о новой генерации ландшафта в Factorio, которая выглядит более красиво и реалистично, позволяет генерировать вещи, которые попросту отсутствовали со старой генерацией из-за взаимной блокировки мест для размещения и при этом пригодна к исследованию в том плане, что теперь есть пути без случайных преград на них
Factorio
Friday Facts #401 - New terrain, new planet | Factorio
Surprise! There are 5 new planets in the expansion. The first planet you arrive on is a strange new land, rich with iron, copper, coal, stone, oil, and uranium. Everything a starting factory needs and more. There's also water, fish, grass and trees. Yes…
#gamedev #video
Как дизайн уровней в Uncharted 3 позволяет направлять игроков без целеуказателей в HUD.
youtu.be/k70_jvVOcG0
Как дизайн уровней в Uncharted 3 позволяет направлять игроков без целеуказателей в HUD.
youtu.be/k70_jvVOcG0
YouTube
Why Nathan Drake Doesn't Need a Compass
🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴
How does Naughty Dog let you explore the worlds of Uncharted and The Last of Us without the clunky navigational aids found in other linear games? The answer:…
How does Naughty Dog let you explore the worlds of Uncharted and The Last of Us without the clunky navigational aids found in other linear games? The answer:…
#gamedev #video
О том, как в Mirror's edge: Catalyst сломан открытый мир и о том, как он мог бы работать на примере Burnout paradise: игре, в котором открытый мир работает.
youtu.be/gg0Nbfzo_00
О том, как в Mirror's edge: Catalyst сломан открытый мир и о том, как он мог бы работать на примере Burnout paradise: игре, в котором открытый мир работает.
youtu.be/gg0Nbfzo_00
YouTube
What Mirror's Edge Catalyst Should Have Learned From Burnout Paradise
🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴
Mirror's Edge finally got a sequel in Mirror's Edge Catalyst, but the addition of an open world has polarised fans of the first game. Let's dive deep into the…
Mirror's Edge finally got a sequel in Mirror's Edge Catalyst, but the addition of an open world has polarised fans of the first game. Let's dive deep into the…