Developers Club geek daily blog

Marmalade C ++ and ShiVa3D: the beginning of work with game engines for the Android x86 platform

1 year, 9 months ago
You are engaged in development of the cross-platform application or game for Android? If so, then you have to look narrowly at special purpose tools. For example, to SDK Marmalade C ++ 8.0 and to the game ShiVa3D engine. Today we will talk about their application for the Android x86 platform.


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Shadows of characters in The Blacksmith roller

1 year, 9 months ago
One fine morning last fall we learned long-awaited news: the antagonist is ready!
It was only the draft model: without hair, a skin and the corresponding setup of materials, but all of us equally very much were delighted. Someone offered at once: "Let's stick rather on it materials! Already it cannot wait to see this guy on the screen!".

So we also made. But something went not so … "Stand, and we precisely configured it for receipt of dynamic shadows?" Everything is right. But the result did not meet our expectations at all.


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On that side of game: an open course on a geymdizayna

1 year, 9 months ago
Already now on the educational Universarium platform it is possible to register in an online course "the Game design: on that side of game". Listeners of a course will study the main development stages of the design document of a computer game, will find out what skills the game designer has to possess, and learn what the project success depends on.

The teacher of a course is Alexey Kalinin, the executive producer of SOOO "Game Strim", the Minsk development center of Wargaming, the author of 30 desktop and 10 computer games.


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Alternative of Unity: Urho3D + C# + Xamarin

1 year, 9 months ago
About Urho3D already wrote on Habré, it is completely open 3D - the engine in language C ++ with the editor and an interesting set 3rd parties: Box2D, Bullet, kNet, Recast/Detour, SDL, FreeType, etc. The engine has an editor (written on it), but unfortunately, it is far from Unity, but there are other pluses (about them further). The engine has very accurate API that became the reason of the address of a look of Xamarin for use of a kodogenerator (With ++ to API to C#) for generation of baynding over API in the C# language. As a result the engine (UrhoSharp) with the following pluses turned out (in comparison with the same Unity):

  • Complete support of the latest version of Mono 4.2.x, C# 6.0/F# with Xamarin Studio/Visual Studio — roughly telling this normal application with templates of projects for the Visual Studio
  • The open code (however, start on iOS and Android requires at least Xamarin Indie the license as Xamarin is used on these OS as a platform)
  • Existence C# (Xamarin) of kontrol which can be integrated into the existing not game applications.
  • All buns of the original engine described in the big list here.
  • Extends through Nuget which contains basic asseta and native of library that does it easily connected
  • Excellent performance, the minimum overhead projector from .NET/Mono


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Sound design of heavy armor for the InSomnia project

1 year, 9 months ago
My name is Pyotr, I am sound designer, I work in studio on the InSomnia project. In this article I would like to tell about process of work on a postscoring of heavy armor briefly. Here so the final result looks:


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Detailing, reflections and post-effects in GTA V

1 year, 9 months ago

From the translator:

This publication is continuation of the material "As There Is a Rendering of a Frame in GTA V"
. Now the author considers questions of detailing, lighting and post-processing of a frame. Pleasant reading.


Detail level


If we speak about absolute benefits of Rockstar over competitors, then indicators of the detail level of products of the company, definitely, above any praises. Los-Santos is the whole galaxy of various scenes of different extent of detailing / poligonalnosti, and all data are broadcast in real time and it for a minute does not block the loading screen. Just takes the breath away!

Fires of the night city


All sparks which are visible in the distance, real. You can closer approach and will see lamps which radiated light at distance.

With such statement Aaron Garbut, one of founders and art directors of Rockstar North, acted shortly before game release on PS3.

Whether so it? Let's consider here such night scene:

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Sparks "Before"
Carefully! Traffic!

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Igrodelu about subtitlings: theory and practice

1 year, 9 months ago
Whether it is beautiful whether subtitlings are conveniently made — it can affect impressions of the player. But for some reason developers will constantly come across the same rake from small — and easily adjustable — the list. This article reminds three major principles and ten pieces of good advice tested both in games and in allied industries. And at the same time — some thoughts of how to collect and process information on users.

Players often use subtitlings of the speech and important sounds; more often than consumers of other types of media. To it it is a lot of reasons — not only loss of hearing, but also bad mobile loudspeakers, surrounding noise, the sleeping child. And still — risk that the important remark will be lost in game noise. At last, in games often localize one subtitlings.

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So it is no wonder that in poll of CNet on subtitlings of 79% of players told that play with subtitlings. The digit is quite unscientific, but already it says that play with subtitlings very often.

And, despite all this, often do not pay to subtitlings due attention. Subtitlings often attach before the output, but do not study as an integral part of the interface. It is better to make good system of titration beforehand then to fill with the text when that appears.

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Dynamic light and shadows in my 2d game

1 year, 9 months ago
I work on game in a genre a stesl-action where in a gameplay the large role will be played by shadows. Therefore I made dynamic lighting / shadowing, using WebGL shaders and about it and there will be a post.

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50 typical errors of design of the game camera (part 1)

1 year, 9 months ago
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This article — transfer of performance of John Neski (John Nesky) with GDC14.

John — one of developers in the TGC company known for the game Journey. It began to work as the game designer there, but afterwards was fond of setup of operation of the camera in Journey therefore now his position sounds as Feel Engineer.


It is unlikely you will find some community of the developers specializing in game cameras. Also there is, perhaps, only one book on this subject — Real Time Cameras behind Mark Heyg-Hutchinson (Mark Haigh-Hutchinson) authorship. But it would be desirable to study more deeply this subject and to learn how people solve these or those difficulties.

The fact that the great attention is not riveted on a subject of cameras is unsurprising — so far they work as it is necessary, to discuss them there is no need. They become noticeable when do something not so. Players begin to discuss operation of the camera only when want to complain that it irritates them.

Therefore to talk on game cameras, it is necessary to reconcile to errors. And in this article I will tell what can go not so when you begin to project behavior of the camera in your game.

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History of one optimization: transfer and processing of results of fight

1 year, 9 months ago
Today I will tell you about small part of the big project — World of Tanks. Many of you, probably, know World of Tanks from user side, I suggest to look at it from the point of view of the developer. In this article it will be a question of evolution of one of technical solutions of the project, namely — transfer and processing of results of fight.
Постбоевая

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