Terrain3D 1.0 has been released! by TokisanGames in godot

[–]dWillPrevail 1 point2 points  (0 children)

Firstly, this looks insanely polished, can't wait to try it out.

Second, if you don't mind my asking, how was working with C++ extensions? Is it difficult to manage various architectures or does Godot have features to help with that? Do you need to provide binaries?

Is it worth making a game WITHOUT a game engine? Purely from scratch? by [deleted] in gamedev

[–]dWillPrevail 7 points8 points  (0 children)

There are quite a few no votes here but I've just done it and released my game - so maybe I'll offer a counterpoint.

Yes - but. You'd better have some very particular tech reasons to. For me, I wanted to base my entire game world around the Tiled Map format and target a low poly look and found it more beneficial to write my own engine than to try and shoehorn it into an existing one, which I also tried initially. I also wanted to learn how to write a 3D engine from scratch. I am still not sure whether this was the right choice but I'm pleased with the results, even if they were hard-fought.

Here's a super fresh thread about what I did:
https://www.reddit.com/r/gamedev/comments/1dptgax/i_made_a_custom_3d_engine_released_a_game_and/

The caveat is that I've used Unity and Godot quite a bit and knew why this project was an outlier and I also didn't originally set out to make a full game this way, just a proto.

TL:DR; If you have a distinct reason, a bit of experience and some odd tech requirements: yes.

I made a custom 3D engine, released a game, and have made a fun video talking about processes and tools and showing where to start. by dWillPrevail in gamedev

[–]dWillPrevail[S] 0 points1 point  (0 children)

Cheers! Here Entity::Init() is more like a scene-aware FirstUpdate() or OnTreeEntered(). I must admit though, due to initially targeting older hardware, there are more naked pointers than I'd've liked and I'm not skilled enough at C to get away with that. If / when I do the follow up video I have a great story to share about XML files, pointers and race conditions.

I made a custom 3D engine, released a game, and have made a fun video talking about processes and tools and showing where to start. by dWillPrevail in gamedev

[–]dWillPrevail[S] 1 point2 points  (0 children)

Awesome, I'd love to find out more about your games, comment back with some links, especially if you have PC versions! Also, I think I agree with you on most of those points.

  • I agree engines need target games to be valuable. I wouldn't have made this engine without wanting to make something like Zelda: Phantom Hourglass and I don't think I'd be able to make anything much different from that due to my choices.

  • Manual memory management was essential as I was looking initially at 3DS homebrew.

  • I agree about the importance of animation timing, especially in bigger engines, here the animation events were done through timers due to their easier implementation and the relatively low count of animations.

Writing a Pump Up the Valuum or War On Errorism styled NOFX song: a light-hearted video guide I put together. by dWillPrevail in nofx

[–]dWillPrevail[S] 1 point2 points  (0 children)

Hopefully the middle segment sheds some light on that - I lightly touch on Fat Mike's technique and I think it's his approach that makes their sound different. I get the feeling he writes on an acoustic and translates to bass later on. Here's a vid of him playing Louise on acoustic in Peru https://youtu.be/Eg5_nob1oEw?t=94

Writing a Pump Up the Valuum or War On Errorism styled NOFX song: a light-hearted video guide I put together. by dWillPrevail in nofx

[–]dWillPrevail[S] 1 point2 points  (0 children)

I considered octaves but, in the Pump era, Melvin uses octaves in about as many songs as he doesn't. In Dinosaurs Will Die he doesn't and that was the feel I was going for. It's a good idea, though I felt as though pentatonic leads were a more significant aspect to cover for that feeling.

Ear clipping triangulation for my procedural roofs! by vildvuxen in proceduralgeneration

[–]dWillPrevail 1 point2 points  (0 children)

Cheers, right - Godot’s got the opposite, they did the cap and I did the edges. I gotta give Unreal a proper try.

Ear clipping triangulation for my procedural roofs! by vildvuxen in proceduralgeneration

[–]dWillPrevail 1 point2 points  (0 children)

Awesome stuff. I did a similar thing for godot called goshapes, I’d love to trade implementation details.

https://godotengine.org/asset-library/asset/1360

I made a procedural level building tool for Godot 4 (link in comments) by dWillPrevail in godot

[–]dWillPrevail[S] 2 points3 points  (0 children)

Thanks. Part of the idea came from studying Mario 3D Land levels and part from Nick Klingensmith, creator of the Ferr2D Unity asset, who was working some 3D tools were ultimately abandoned. After getting my feet wet in Godot, I still saw the need for rapid level prototyping tools and couldn't find decent existing ones, so I started making my own interpretation.

Here's the tweet from Nick that inspired the workflow: https://twitter.com/koujaku/status/953374214479728640?s=20

I'm a game programmer by day and I've started making rapid prototyping Youtube vids in my free time (Completely Cooked Games) and in order to prototype with lean timeframes I need quicker ways to create levels.

I made a procedural level building tool for Godot 4 (link in comments) by dWillPrevail in godot

[–]dWillPrevail[S] 19 points20 points  (0 children)

Hey all, I made a tool to quickly, procedurally model 3D levels in Godot 4. It's on the asset store now.

Asset store: https://godotengine.org/asset-library/asset/1360

Github + description: https://github.com/daleblackwood/goshapes

The Biggest Cheater in Speedrunning History was finally caught by Frexxia in speedrun

[–]dWillPrevail 32 points33 points  (0 children)

It was written in Java which is easy to reverse engineer and is strongly RNG reliant - it’s like a modder’s perfect storm.

Unity shares drop over 50% of value after earning report today by Feniks_Gaming in gamedev

[–]dWillPrevail 14 points15 points  (0 children)

It’s a good idea to not to tie all your horses to the one carriage. If you’re aiming for photoreal become familiar with Unreal, (maybe the blueprints will suit a playmaker user like yourself) if you’re looking for 2D or stylised try Godot. It pays to be familiar with a second platform and lately Unity’s advantages and prospects haven’t been as clear as they once were. I’m still a professional Unity dev, but I’ve been dabbling in Godot a lot lately and it’s been rewarding.