Article will be useful to beginning developers of games. In it we will consider benefits and methods of creation and rendering of three-dimensional objects for isometric 2D - games on the example of Blender. In article there will be no difficult operations, enough initial knowledge 3D - editors. For an example of rendering and animation I took a tower from Dune2, and that it was not so boring for it one, added with two constructions from Desert Strike.
2 years, 2 months ago
Probably, in work of each programmer there comes the critical moment when creative favourite work develops into routine. All cope with this moment on the. Someone changes a programming language, someone changes work, and someone tries to make an independent product.
This moment did not pass by me, and filled with all the entity and ordered to do something. Work did not want to be changed, and here it was possible to create something out of this work. As at work it is necessary to be engaged in creation of exclusively useful applications – there was a wish to make something absolutely useless other. In my understanding it had to be the entertaining application, so game. At worst game has to go to a moneybox of a portfolio which is not prohibited by agreements on nondisclosure of a trade secret (yes, you work hard, and you can show nothing as it is impossible). In the best case that game pleased – it has to bring though some money.
Now I work on own game engine. With use of the minimum quantity of third-party libraries, after implementation of a game cycle (game loop), drawing of a frame, the update function, loading of textures and so forth, main "fittings" of the engine were ready. Time of implementation of one more important component — a scene (scene) came.
In article I assume that the engine is already equipped with a game cycle with "callback" - functions. All code will be written on Java, but can be easily postponed for any other language supporting garbage collection. Well, we will start.
And several words about the book. It can be considered as introduction to Unity for experienced programmers. The purpose of the book is extremely simple: to teach the people having experience of programming, but never facing Unity, to develop games by means of this tool.
It is the best of all to teach development on examples of projects, forcing trained to perform practical tasks, and such approach is used in this case. Subjects are provided as stages of creation of separate games, and I strongly recommend you to be engaged in the course of acquaintance to the book in development of these games by means of Unity. We will consider a number of projects, several heads are devoted to each of which. There are books entirely devoted to one large project, but such approach excludes a possibility of reading from the middle if information in chapters 1 seems to you uninteresting.
In this book it is more strict, than in the majority of other editions (which are especially intended for beginners), the material concerning programming is stated. Unity often represent as a set of the components which are not demanding programming that is quite misleading as does not give to people of knowledge without which production of commercially successful products is impossible. If you have no skills of programming yet, I advise at first them to purchase and only after that to start reading.
2 years, 2 months ago
A month ago I took part in an indi-show case at the Petersburg NextCastle Party 2015 festival, and would like to share with you the got experience and impressions. I am igrodel-amateur, to get on such rather large action — serious achievement for me. Let's look whether I could dispose correctly of the chances provided to me and show the game as would follow.
2 years, 2 months ago The picture for drawing attention
Having calmed down after shock because my first game did not blow up the Internet, I decided to make one more. The first thought with which development of the second game began arose in the head and without considering became a cornerstone in the base of game: "if game with an infinite gameplay did not become popular, then it is necessary to make kontento-dependent game with levels". As I already had a brief experience of creation of game, I armed not with the keyboard as last time, and a pencil and paper, and began "to think out" game. On different sheets A4 I wrote the thoughts in the different directions: game mechanics, a setting, the interface, rules, interesting thoughts which were remembered games from the childhood, etc.; at the same time I in parallel sherstit Google Play Market in search of inspiration. As a result, several days later, the decision that game will become a puzzle, namely — a puzzle was made. During this time my brain and fingers started missing programming therefore there was a wish to make though some prototype of game. It moved me on more intensive study of idea of a puzzle, and as a result as the worker the option with the following rules was accepted: the game field consists of square pieces of a puzzle (further they will be called tayla), on which multi-colored lines are located; it is possible to interchange the position of tayla; game purpose: to collect a puzzle uniquely in which lines of one color are closed in a certain pattern.
2 years, 2 months ago
When I only undertook programming (3 months ago), I quickly understood that it is better at once to begin to be engaged in the projects. It is impossible to be all day long at books or courses, but if you begin to do something special, then easily stay behind development from morning to the morning.
This article — the small tutorial how to make logical game with a bot. Game will look here so:
* I will in detail describe rules once again in the section about AI.
Conditionally I separate readers of article into three groups.
Began to program a few hours ago. To you it will be difficult, better previously complete some small course on introduction to Android-development, deal with two-dimensional arrays and interfaces. And then load the project from a gitkhab. Comments and this article will help you to understand as as works.
Already you are able to program, but you cannot call yourself experienced yet. It will be interesting to you because you very quickly will be able to make the game. I undertook a dirty job on creation of logic of game and an ui-component, I leave you creative part. You can make other mode of game (2 on 2, online, etc.), to change algorithms of a bot, to create levels, etc.
Experienced. To you can be interesting to think over AI — to write it not so easily as it seems at first sight. Also I would be very glad to receive from you notes on a code — is sure, I made not all optimum.
2 years, 2 months ago
A series of the games Grand Theft Auto went a long way from the moment of the first release in 1997. About 2 years ago Rockstar let out GTA V. Just improbable success: in 24 hours game was purchased by 11 million users, 7 world records in a row are broken. Having tested innovation for PS3, I was very impressed with both the general picture, and, actually, technical characteristics of game.
Nothing so spoils impression of process as the loading screen, but in GTA V you can play for hours and hours, overcoming boundless hundreds of kilometers trouble-free. Considering transfer of a solid information stream and PS3 property (256 Mb of random access memory and the video card on 256 Mb), I was surprised at all how did not throw out me from game in the 20th minute. Here where equipment miracles.
In this article I will tell about the carried-out analysis of a frame in the version for the PC in the environment of DirectX 11 which eats couple of gigabytes of both a RAM, and the graphic processor. In spite of the fact that my overview goes with reference to the PC, I am sure that the majority of points is applicable to PS4 and to some extent to PS3.
Analysis of a frame
So, we will consider the following frame: Michael against favourite Rapid GT, on a background beautiful Los-Santos.
2 years, 2 months ago
In the previous articles from this series we told about command of creators of a roller The Blacksmith, and also about its decorating. Now we will consider creation of a roller from the technical point of view and we will mention aspects of preparation of scenes, shading and lighting in Unity 5.
2 years, 3 months ago
Creation of the interactive application is impossible without event handling, whether it be poll of the keyboard or operation of the timer. Implementation of these important actions depends on a platform, a programming language. In this article I want to tell about some features of use of events for the Blend4Web WebGL-engine. Unfortunately, information on this subject has some.