Gamedev

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Starfield is now available for preload on Xbox Series X/S consoles and PC, which means we know the size of the installation.The game's size on PC is

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The creator of a GTA AI mod has had their mod shutdown entirely by Take-Two. Earlier this week we reported on the Senti…

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Red Dead Redemption is one of the highest-profile games that has been stuck on seventh-gen console hardware - so a PS4 …

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Vault Edition owners will be able to start playing the campaign a week early…

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Rewriting wipEout (phoboslab.org)
submitted 1 year ago* (last edited 1 year ago) by wave_walnut@kbin.social to c/gamedev@kbin.social
 
 

Dominic Szablewski, @phoboslab
— Thursday, August 10th 2023

Rewriting wipEout

The source code for the classic PSX launch title wipEout was leaked in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.

Thanks to WASM and WebGL you can play wipEout right in your browser!

I'm not the only one who embarked on a path to restore the game. To my knowledge, there are two other efforts ongoing: WipEout Phantom Edition and a yet unnamed project by XProger. Both offer more features than my rewrite. If you're on Windows and you just want to enjoy the game, these are the better option.

However, neither the Phantom Edition nor XProger's version come with the source code. Understandably so. The legality of re-distributing the leaked source is questionable at best.

So let's just pretend that the leak was intentional, a rewrite of the source falls under fair use and the whole thing is abandonware anyway:

github.com/phoboslab/wipeout-rewrite

(Aside: I would have loved to work this into an officially sanctioned remaster, but as you can imagine getting a hold of anyone at Sony is impossible. So here we are.)

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This video shows gameplay from my personal favorite submissions in Kenney Jam 2023, you can play them all for free here:

0:00 Intro
0:06 Discovery Islands (https://vulkanos.itch.io/discovery-is...)
1:16 Lost Murder (https://tumbum.itch.io/kennygamejam)
2:35 Tiny-Lands (https://extrone.itch.io/tiny-lands)
3:32 Kenney's Assetventure (https://querijn.itch.io/kenneys-asset...)
5:22 Corpse Collector (https://ogulcantopsakal.itch.io/corps...)


#game #gaming #indie #indiegaming #gamejam #jam #kenneyjam

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FIFA Ultimate Team 22 Millionaire Trading Center including Autobuyer and Autobidder, the Best Trading Tool in the Market. FUT Coins Made Easy. Private Traders Area with Coin Making Methods, A.I Trading Robot

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https://mastodon.world/@ZILtoid1991/110776636393498427

So I got the MIDI sequencer working, even if I have yet to get music created specifically for the software synths of my game engine.

#gamedev

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https://mastodon.world/@ZILtoid1991/110770982017475063

Some testing from my software synth I made for my game engine.

#gamedev

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For some time I've been trying to create some rudimentary hack'n'slash game. I didn't want to use ready game engine because I consider it more of an exercise in programming a game than an honest attempt at creating one if that makes sense. So I started with SFML.
Along the way I've recognized the need for loading settings from files(Json library), logging, map editor(ImGUI) etc and it's posing a questions to me for which I struggle to find answers to.

For example let's consider map editor. Currently loading/saving the map to file is done by TileMap class itself but I don't know if it should be. If the map is not as big as render window, should it itself be responsible for centering it or class/function using it should do it? What about scrolling map bigger than render window?

Another example is I have Entity class (player, monster can be entity) which can have Graphics, Physics component etc and it is responsible for rendering itself. But I don't know if it's the right approach. I would like to have logic separate from drawing but Entity essentially merges the two with some extra steps

Add to that is that I would like to painlessly inject debug enabled logging into different parts of this code and I'm afraid I will end up with spaghetti monster for code

What this long windup is leading to is a question. How do I write render independent, reusable game architecture? Where can I read more about this so I can make better decision about what I'm creating.

Now that I've read all of this before submitting it seems to me like what I'm really asking is "how do I make a game engine?". And this was not supposed to be exercise in creating one, at least I didn't think so when I started

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Hello!We start a new Video Tutorial Series on making a Platformer game in Defold game engine! This is also targeted for beginners, wanting to quickly make a ...

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One of the major missing pieces of the Godot game engine is the lack of a terrain engine. Terrain3D, an open source GDExtension/C++ based terrain editor bri...

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A list of some of the best examples of browser based games created using three.js, javascript and WebGL technologies.

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An MMO I've been part of alpha testing for is about to go into Beta. It's a neat idea, an MMO based more on crafting and community building than that typical "murder-hobo" dynamic.
https://youtu.be/MAVeOxnPzhE

#gamedev

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Our Indie Game Somnipathy releases in 9 weeks and I'm kinda freaking out... SO many 'little' things we've been putting off, like icons for achievements as an example, that now look like a HUGE mountain. GAH.

We're not on track for a 'big' hit or really even recouping our time spent, but that we can even consider those topics means we're doing better than many ever get to, yet...

On some level I thought something would go wrong and we wouldn't get this far. Someone critical would quit, or interest would be lost... but it didn't, and that's almost scarier. We are gonna put something real out there, and some people might care. That's a lot.

#gamedev #godotengine #indiedev #horrorgame #horror #gaming #fear

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Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

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UPBGE, the best integrated game engine in Blender. Contribute to UPBGE/upbge development by creating an account on GitHub.

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Howdy! Here comes new Flax 1.6! This update brings various features like .NET 7, C# 11, PhysX 5, iOS support, macOS M1/M2 support, and lots of more good stuff. For this update together with our contributors, we’ve made over 1,253 commits and merged 148 Pull Requests into Flax repositories. Thanks […]

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Four months after the release of Godot 4.0, we are excited to bring you Godot 4.1 — an update with a focus on stability, performance, and polish.

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3.5 years in the making so far. Hoping you guys may be able to give some feedback on the trailer?

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I'm caught between wanting our indie game to thrive and hating big tech platforms. I like it on the fediverse, its fun here and I like talking to people here. But I feel pressured to use Threads/twitter/etc since we've put so much work into the game and want as wide an audience as we can for our debut. It's tough and annoying.

#indiegame #godotengine #indiedev #marketing #somnipathygame #socialmediawars #gamedev

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On the latest Game Developer podcast, we talked to Black Salt Games about their spooky fishing game Dredge.

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No matter what you're creating, you need music and this Humble Bundle with royalty free tracks is here to help you create your dreams.