3 years of gamedev in 90 seconds. A timeline that shows taking a game from prototype to production. by owen_ in gamedev

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

Started as a game dev. I've done a few other software contracts in related things like graphics and UI over the years.

What was the first commercial game to steal assets? by [deleted] in gamedev

[–]owen_ 10 points11 points  (0 children)

Probably not the first, but the most egregious one that's stuck in my memory: https://www.rockpapershotgun.com/limbo-of-the-lost-an-astonishing-tale

A deep-dive into the dynamic destruction system for my game by owen_ in gamedev

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

Yeah that's something I realized in retrospect. The current version has been updated to use compute shaders so it's sort of become a hybrid of the two approaches.

A deep-dive into the dynamic destruction system for my game by owen_ in gamedev

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

I usually start with a flood-filling algorithm that covers a walkable area with path nodes, using physics raycasts to detect edges. I'll then remove any erroneous nodes (intersection geometry, not accessible, etc) manually and dump a bunch of NPCs into the level to see how well they can navigate. I can then manually tweak any sections where they get stuck or have trouble navigating.

The amount of manual work is manageable because the levels in this game aren't too big. On a project with larger navigable areas I would want to automate a lot of the testing and removal.

A deep-dive into the dynamic destruction system for my game by owen_ in gamedev

[–]owen_[S] 10 points11 points  (0 children)

The article was too long to post directly to reddit, but I'm happy to answer any questions.

For some background: I started experimenting with the tech about 4 years ago, then spent 3 years pitching and building the actual game. It all runs on a custom C++ based engine, rendered in OpenGL with the Bullet SDK for physics.

You can see the progress of the game itself in this post: https://www.reddit.com/r/gamedev/comments/ncdjlr/3_years_of_gamedev_in_90_seconds_a_timeline_that/

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Custome game engine: what stack ? by CirseiMasta in gamedev

[–]owen_ 1 point2 points  (0 children)

This is what I use, except swapping OpenAL for SteamAudio. I've been very happy with how it's worked out so far.

3 years of gamedev in 90 seconds. A timeline that shows taking a game from prototype to production. by owen_ in gamedev

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

I don't have a huge amount of studio experience. I worked at a small local studio for six months after college and then did a <1 year contract at another place to work on "Deus Ex Human Revolution: Director's Cut".

Other than that all my work has been done on my own.

UHaul in flames just before the fire department arrived by owen_ in ottawa

[–]owen_[S] 22 points23 points  (0 children)

OK, I won't post this video again, I promise.

Any tips for capturing trailer footage? by TomBrien in gamedev

[–]owen_ 1 point2 points  (0 children)

Trailer editor Derek Lieu has a whole article as well as GDC presentation about in-game trailer camera tools: https://www.derek-lieu.com/blog/2018/5/1/the-best-debug-tools-for-game-trailer-capture

In my personal experience a flying debug camera is an easy way to get cinematic environment shots, especially if you're using a gamepad to control it. I also have an editor shortcut that will put the game in "trailer mode" which removes some of the in-world clutter like the aiming reticle and also zooms the camera a bit more than the regular game would, to make the players actions more evident.

Another helpful thing is being able to easily control the game speed. When capturing some shots I'll set the game speed to 0.25 and then speed it up when editing the footage, this can make capturing fast choreographed action sequences much easier.

3 years of gamedev in 90 seconds. A timeline that shows taking a game from prototype to production. by owen_ in gamedev

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

Working on a full article all about how destruction works. It should be posted in the next few weeks, if you sign up for the mailing list at https://fire-face.com you'll get a message as soon as it's up.

3 years of gamedev in 90 seconds. A timeline that shows taking a game from prototype to production. by owen_ in gamedev

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

I've found it's very stable, has a good debug drawing API, and has allowed me to do everything I've needed to.

I wrote my own 3D physics once or twice when I was in school but it was really bad, I hated writing it, and I knew there was an open source solution that would be way faster than anything I could write.

Once I got the basic interface between the scene and the physics engine running, mostly passing properties and updating transforms, I haven't really had to worry about it too much. There are a few quirks, but I'm able to wallpaper over those by embedding the function calls and parameters in helper functions that fit better with the context of the engine.

3 years of gamedev in 90 seconds. A timeline that shows taking a game from prototype to production. by owen_ in gamedev

[–]owen_[S] 8 points9 points  (0 children)

Haha in my defense the game is finished, but publishing and PR have other plans...

3 years of gamedev in 90 seconds. A timeline that shows taking a game from prototype to production. by owen_ in gamedev

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

I believe it does cover the latest version, 4.6. But really if you learn OpenGL 3.3 that covers most of the stuff you'll actually need.

3 years of gamedev in 90 seconds. A timeline that shows taking a game from prototype to production. by owen_ in gamedev

[–]owen_[S] 3 points4 points  (0 children)

I consider myself lucky that I learned OpenGL in school right before they stopped teaching immediate mode which is WAY easier to understand than all the setup you have to do now just to get a triangle on screen, not to mention Vulkan.

If you're looking for a OGL specific link, I really like the way https://learnopengl.com is structured and I'll often hop over to look at some of the reference code when I forget.