Game Development

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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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You can play it on your phone

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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 2 weeks ago* (last edited 2 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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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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Not sure how far I'll go with this but I'm having a lot of fun so far. Shoutout to https://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 for 2 days work.

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For context, I am creating a HOI4-style strategy game set in the Cold War. The battles will likely be turn-based rather than involving maneuvering troops on the map.

A large part of the Cold War involved various proxy conflicts between the two global superpowers, the Americans and the Soviets. If I make it do that the player is only able to intervene in these proxy conflicts, things like "mega-factions" (the sort you see in games like HOI4 that are a pain to deal with) would no longer be a problem, and it also means a lot less work for me to add all the different factions joining in to create a huge WWIII.

However, if I limit the player to only intervention in other countries, that would limit the alternate history scenarios the player can take, and it would also mean that many countries could effectively become NPCs. I could implement a civil war mechanic, where certain focus paths will lead you to a civil war between two or more factions within your country, and you could seek intervention from the major powers. This would help countries in Latin America, Africa, Asia, etc. to be more fun to play if there was no direct war mechanic.

Finally, if there was a direct war mechanic, how should the game react to the Americans and Soviets being in direct conflict? Should the game end once a nuclear weapon has been fired, indicating that nuclear annihilation has occurred?

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https://codeberg.org/ZILtoid1991/pixelperfectengine

Originally the editor was a completely separate project, but due to massive architectural changes, it got left behind. So later I decided to put it into the engine's repository. Then I had the thought:

Why shouldn't the editor be a direct component of the engine? It would even allow in-game editing of levels in the game. Then it can be individually turned off

However this makes me give a few more dilemma. Should I just use the engine's newly added high-resolution overlay capabilities to show the windows on top of everything? Should it be a separate window? Should it be an option for both?

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I'm not a game dev so please forgive me if this is the wrong place for this type of question but I'm looking for some resources to try and understand why games take so long to compile.

For context, I've worked with former game devs who've mentioned that builds can take anywhere from 4 to 6 hours to complete - even with a distributed architecture - depending on the hardware. That shit blew my mind. They said it has something to do with compiling shader permutations but didn't go into anyore detail. That said, I have a very primitive understanding of what shaders are but I mostly work with infrastructure and optimizing build systems.

Like I said, I'm not a game dev, im just curious. I appreciate any insight or resources you throw my way. Thanks!

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Great video with some tips I have not heard before concerning seemingly trivial decisions that cause serious issues as projects get larger.

The creator is an experienced programmer but seems brand new to making videos. That said, apart from an annoying number of calls for action ('leave a comment...'), it is well produced, especially for a first crack at the craft.

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