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Dmitry Pavlov

Programming  - 
 
Video Game Physics Tutorial Part III: Constrained Rigid Body Simulation

Are your rigid bodies misbehaving? We hate when that happens! Learn how to keep objects from going where they don't belong with the constraint models and algorithms used by the pros.

Toptal is pleased to have our very own Nilson Souto present this third and final installment of our three-part series on video game physics. Read on to learn about the techniques underlying all of your favorite games.

#VideoGames #GamePhysics #Constraints #Simulations #Animation
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Rob McCrady's profile photo
 
Great info, thanks for sharing.
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Dmitry Pavlov

Programming  - 
 
Today's video games offer an incredibly realistic, immersive experience, due in large part to their true-to-life simulations of physical phenomena. By far the most commonly simulated effects are those of Rigid Body Dynamics.

Toptal is pleased to have our very own Nilson Souto present this first installment of our three-part series on video game physics. Read on to learn about the algorithms underlying all of your favorite games.
Today's video games offer an incredibly realistic, immersive experience, due in large part to their true-to-life simulations of physical phenomena. By far the most commonly simulated effects are those of Rigid Body Dynamics. Toptal is pleased to have our very own Nilson Souto present this first installment of our three-part series on video game physics. Read on to learn about the algorithms underlying all of your favorite games.
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Kevin D'ORANGE's profile photo
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Distant Star: Revenant Fleet v.0.0.0.5b released!
Download from googledrive: http://goo.gl/bFSz2M
Download from sourceforge: http://goo.gl/e8gi3Y

VFX Changes
Created new mending pulse modifier VFX.
Got rid of more unused/duplicate VFX.
Renamed and resized medium ship shields disabled VFX.
Ships now show charging VFX when manually activated nuke launchers or lasers are present.
Charging VFX added and prefabs made.
Edited bloom in maps.
UI Changes
Updated the controls image.
Updated the supply icon across the game.
Created a credits panel for the main menu.
Added danger level to map scene
Even non-activatable attachments are shown in attachments bar now.
Updated the font size on the resources display, and added a text indicator for Danger Level.
Changes to the Sector Map: Glow pulse removed from current node, glow pulse added to nodes you can jump to, etc.
Updated Ship HUD buttons and Turned off the waypoint button.
Changed the Ship HUD Buttons to adjust for smaller fleet size.
Updates to slicing of Battlefield UI Atlas sprites.
Added alerts to minimap
Changed UI metagame keys on missions to be generic.
Mission Changes
Switched on extra capture maps for single objectives
Added new events
Updated metagame randomisation.
Removed energy from structures.
Various updates to maps (inc map triggers, objectives, layout changes, etc.)
Shop Mission changed to Feature Mission, added new maps, removed legacy stuff from some of the maps
Capture pause added to missions.
Story and Shop randomisation now occurs at the building event list level
Updated shop odds
Updated exit sector ‘end node’ event
 Gameplay Changes
Updated drone balance.
Event data updates for sector data change, change in Objective naming, general text updates
Removed script from end ship button that adjusted attachment button positions.
Max fleet size dropped from 9 to 5.
Pulses now no longer stack, applying a modifier from one pulse should remove any other pulse modifiers.
Took out camera pan on map zoom in/out in map scene.
Bug Fixes
Fix to ship navigation – ships can no longer be forced to fly over terrain by being told to turn quickly.
Fixed bug where storms would not clear out their applied modifiers at the end of their duration.
ShipHUD prefab had the health bars shifted up by 50 units for some reason…
Fixed battle report which has never been displaying criticals correctly.
Noticed a few sockets had been locked by accident.
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Guillaume Stordeur
owner

Programming  - 
 
Bob Nystrom's excellent book is now available as printed and ebook editions!
http://gameprogrammingpatterns.com/
Hey, Game Developer! Do you struggle to make your code hang together into a cohesive whole? Find it harder to make changes as your codebase grows? Feel like your game is a giant hairball where everything is intertwined with everything else? Wonder if and how design patterns apply to games?
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Peter Fröhlich's profile photo
 
I read this thing "cover to cover" so to speak, and I approve. :-) If you know the original Design Patterns book there's some repetition, and after 25+ years of programming I had picked up much of the rest elsewhere, but it's still an excellent summary!
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Have you heard of Haxe? It's a cross-platform programming toolkit and it's perfect for creating games. And I made a blog where I write tutorials for it every day.

Check it out, subscribe to the newsletter, suggest tutorials, and spread the word!
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José Eduardo Terán's profile photo
 
I was looking to put my hands on them, but I see that there are many versions out there, including HaxeFlixel. What is the difference for all of them?

Thanks for sharing!
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Guillaume Stordeur
owner

Programming  - 
 
Here's a nice list of game programming resources:
http://www-cs-students.stanford.edu/~amitp/gameprog.html
What's on this page? I'm interested in producing complexity out of simple parts. This page contains bookmarks that I collected while working on games; I did not write most of the content linked from here. As a result the set of links here reflects the types of things I needed to know: only a few ...
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Sujit Horakeri

Programming  - 
 
 
THE ROAD RUNNER TUTORIAL 5: ADDING SNAGS AND POWERUPS TO OUR GAME
Now that we have programmed our character to move ahead (yeah, it's just an illusion, but nobody can know it except you, I hope), we will add some powerups and snags. On collecting the snags we will benefit and on collecting the latter, it will be the oppos...
How to make a game like temple run or subway surfers in unity3d
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Yannick Comte's profile photoAnthony Fassolas's profile photo
2 comments
 
Hi there you made a great tutorial on the game contriver about lock/unlock levels , i was wondering if you would give me any pointers to add to the project a 3 star reward system (like angry birds). It would be greatly appreciated. Thanks
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Michael La Manna

Programming  - 
 
uFrame Game Framework for Unity 3D

Currently in Beta, get uFrame before the price goes up and start developing your games in a whole new way.
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Guillaume Stordeur
owner

Programming  - 
 
Here is a free book that describes fundamental game programming patterns:
http://gameprogrammingpatterns.com/?completed
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Hola amigos, espero les interese la programacion grafica. Les traigo mi blog sobre de Desarrollo de Videojuegos con DirectX 9.0. En el explico los principios para aprender a usar este API, lo cual te permitira generar aplicaciones graficas con excelentes tecnicas de renderizado.
http://berracojuegos.blogspot.com/
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Michael La Manna

Programming  - 
 
With uFrame you will be able to create maintainable games faster, better, more stable, and consistent than ever before.
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Paulo Silva's profile photoMichael La Manna's profile photo
2 comments
 
Unity3d is a game engine, have a look:
http://unity3d.com/
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Jay Salton

Programming  - 
 
Would you like to work with Virutal Reality? Programers wanted http://goo.gl/ai5N22 #VR #virtualreality #unity3d #Csharp 
We are looking for talented programs to partner with our exctiing new Virtual Reality startup Do you have Unity 3D an C programing skills If aso you ..., 1075362383
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Dmitry Pavlov

Programming  - 
 
Video Game Physics - Part II: Collision Detection for Solid Objects

What happens when two rigid bodies intersect in your video game simulation? Nothing! Unless you have a working collision detection system.

Toptal is pleased to have our very own Nilson Souto present this second installment of our three-part series on video game physics. Read on to learn about the algorithms underlying all of your favorite games.

#VideoGames #GamePhysics #CollisionDetection #Simulations #Animation
What happens when two rigid bodies intersect in your video game simulation? Nothing! Unless you have a working collision detection system. Toptal is pleased to have our very own Nilson Souto present this second installment of our three-part series on video game physics. Read on to learn about the algorithms underlying all of your favorite games.
2
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Failed helicopter
Alpha v.0.2
http://goo.gl/FA9ugt
Vine by Spiderling Games
3 comments on original post
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Rob McCrady's profile photo
 
too bad it failed, but still, pretty awesome
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Kyle Luce

Programming  - 
 
Here's a quick tutorial on abusing Blender 3D into being your very own Box2D level editor :) #gamdev  #tutorials #box2D #indiedev 

http://timecubepuzzle.blogspot.com/2014/10/how-to-use-blender-as-box2d-platformer.html
Hey guys so you want a level editor but don't want to build one yourself right? Who does? You basically need to create a entire tangential project, with full GUI editor and undo tree etc. Unless that's a goal of yours (sellin...
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Rob McCrady's profile photoKyle Luce's profile photo
2 comments
 
Thanks Rob! :)  I hope to create more soon
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Michael La Manna

Programming  - 
 
uFrame Unity Game Framework Now 50% OFF During Madness Sale:
https://www.assetstore.unity3d.com/en/#!/content/14381 … 
Another 5 Star Review, "I would strongly recommend this asset"
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Eric Tavitian

Programming  - 
 
 
Working on my next Unity Asset Store package (link to the Unity forum thread bellow), feedback and comments are welcome
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Frank Wagner

Programming  - 
 
I created a small #game with #Unity called #HustleBomber 

What do you think ?

Please leave a comment
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Guillaume Stordeur
owner

Programming  - 
 
New to game programming? Check out this site for concrete examples of basic (and important) game mechanics:
http://gamemechanicexplorer.com/
A collection of concrete, interactive game development examples for various game mechanics, algorithms, and special effects.
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Philippe GRAVELLAT's profile photoPixelBeanCo's profile photo
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