Developers Club geek daily blog

Shaders in libgdx for teapots

1 year, 2 months ago
Article will be useful to those who begin the acquaintance to libgdx and shaders. Shaders are often ignored by beginners, though allow to do a set of beautiful effects, rather simply. I will strongly not go deep into OpenGL and shaders, and I will walk only on tops, but it is quite enough both for use of others shaders, and for writing of the.

It is a little theory


So, what is a shader? Shaders in OpenGL are the small programs written in the C similar GLSL language. These programs are performed directly on GPU. Shaders work in couple: vertex shaders and fragmentary.

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Custom korutina in Unity 5.3

1 year, 2 months ago
All hi. It is transfer of article from the official blog of the Unity engine. In it the speech about a method of creation of the korutin, appeared in version 5.3 will go.



Among new brilliant opportunities of Unity 5.3 I found one small thing which was to me useful, and, I think, can be useful also to you. These are the custom korutina provided by the class CustomYieldInstruction. Thanks to it, you will be able very just to create own korutinny yield-operators. Let's consider it on a living example.

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Whose triangle is thicker

1 year, 2 months ago
image

Except a genre, games have the form. It as art — is poems and even novels, and there are poems. Pushkin, for example, occasionally ten verses in a week in Appstore spread. And we plow sometimes not worse than the genius. Ouch yes we with Pushkin, ouch yes sons of a bitch!

One of games written recently seemed to me to the noteworthy general mathematical public which adores geometrical puzzles, competitions and self-irony.

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Creation of game levels: councils and cunnings (part 2)

1 year, 2 months ago
It is the second part of my article with shifted to the Left - design Tips and Tricks which the developer can use to increase the general quality of the game. This not step-by-step tutorial, but only the collection of the ideas and useful tips based on my personal experience. The first part of article was more oriented to a visual component of design of levels, in the same time we will talk about even more fundamental things, since prototyping and finishing with a pleytesting with analytics.

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Sound Manager for small games and prototypes on Unity

1 year, 2 months ago
It is simple to reproduce a sound in Unity. It is necessary to create the AudioSource component to attach to it the sound file in the form of AudioClip and to cause audioSource.Play () from a script. Or even to put autoreproduction on during creation of object (Play on Awake).

Difficulties begin when sounds in game become much. They everything need to be placed, registered priorities. Sounds separately, music separately. At volume control of sounds and music separately too difficulties. It is possible to regulate, of course, the volume of different channels in AudioMixer, but it does not work in WebGL. And Webplayer is considered outdated now.

And if some sound repeats several times in a row (for example the player quickly presses the button and plays a click sound), then it is good that that did not break on the middle, and new began, without disturbing previous. Moreover and at inclusion of a pause sounds of game need to be put on a pause, and sounds there is no menu. From a box such opportunity in Unity is, but is for some reason available only from a script and not all know about it.

Generally there is a wish simple and convenient SoundManager which creation I also will describe. It will not be suitable for large projects, and here for prototypes and small games quite.



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We create 2D - portals by means of shaders

1 year, 2 months ago
In this article I will tell about how to reach here such effect:



In fact, the shader about which the speech will go works as post-effect for the camera or the built-in blur and vignette filters in Unity. It accepts the input image (more precisely, RenderTexture) and brings him with the imposed effects.

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About complexity of cultivation of an Oriental cherry: as I participated in Ludum Dare 34

1 year, 2 months ago
Hi, habr!

In this post it will be a question of my participation in the tender Ludum Dare 34 which was about three weeks ago.

As a result the puzzle under the name Growing Sakura which gameplay it is possible to see on a gif image turned out (be not frightened, it weighs only 300 KB):


Briefly about rules of the game: initially we have a hexagonal field and several root buds (or one, as on a gif image above). From it it is possible to start up 3 branches (by two methods — clicking left or the right mouse button). On a branch the left click of a mouse can be made of each bud a Y-branching, and right — it is simple to continue a branch further (I-branching). If the branch cannot grow in any direction (the corresponding cage is occupied or in the necessary direction there is no cage) — that the branch does not grow. According to the last condition it is necessary to select correctly poryadkok "deployment" of branches. As a result the tree (or several trees) it that between two adjacent branches there are no acute angles will turn out. The game purpose — to cover all cages of a game field.

Without looking under kat try to think seconds 10 and to estimate how difficult can be this game.

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Creation of game levels: councils and cunnings

1 year, 2 months ago
On Habrakhabr there are a lot of indi-developers, some of them should be engaged in a varying degree shifted to the Left - design. Within the last several months I without budging from a place worked on about fifty different game levels, and would like to share the experience. In plans to write two articles with effective Tips and Tricks which you can use to increase quality of your game. This not step-by-step tutorial, but only collection of ideas and useful tips.

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Work is alone very difficult

1 year, 2 months ago
From the translator: you do not hurry, having read heading, to mutter something like "Thanks, the captain", and to skrollit further. The name of article not absolutely reflects its contents, it a little about another: about creative process and an opportunity to express itself in creation of new. Well and it is a little about loneliness, of course.

On some mad coincidence which I will never understand my game Pinstripe (I work on it nearly 4 years) was shown at a ceremony of Game Awards 2015. It was extremely strange to observe how Mark Hamill and Kiefer Sutherland discuss games while my person is shown close up on all projectors. I am very happy, do not misunderstand, but I also want to be frank: it became real confirmation of the fact that yes, work on the project alone was worth it, the first for four years. Except feeling of happiness and an opportunity to tell the story of "a lonely wolf" to thousands of people in Los Angeles, there are some more benefits of work alone.

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How to create convincing mechanics of death and not to mess up

1 year, 2 months ago
Games in which it is impossible to die (or, perhaps, to lose) have not enough depth. If it is impossible to lose why to try to win? In other words, if you are not afraid of defeat, the aspiration to a victory loses any meaning. However after death of the character it is optional to player to be whipping the cat and to change everything on new. The mechanics of death can be integrated into a plot or a gameplay, but the main thing – is correct to make it.


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