![Stack Exchange - Game Development](https://i1.feedspot.com/4708533.jpg?t=1619675784)
Stack Exchange - Game Development
2,405 FOLLOWERS
Game Development Stack Exchange is a question and answer site for professional and independent game developers.
Stack Exchange - Game Development
6h ago
I if want the game to actually be pubblished and not downvoted to hell,
can I put in my game :
-Attributes and stats such as misogyny, autism, gayness
-Have NPCs which are caricatures of tik tok users, steroid influencers, alpha male influencer, only fans influencers and religous ones too
-Can I insult every religion that comes to mind? if not, which ones can I make fun of ?
-Can I portray certain political ideals as races of animal-humanoids like fat pigs,, cows, snakes, fat balding flightless slutty drug addicted eagles and so on ? think of how some people associate goblins and elves to jews ..read more
Stack Exchange - Game Development
6h ago
Searching, I see a couple of answers, but they are about 9 years old and seem quite out of date when tried. In particular, I tried the instructions here but the attempt died with
$ ./autogen.sh
./autogen.sh: 3: aclocal: not found
./autogen.sh: 4: automake: not found
./autogen.sh: 5: autoconf: not found
Now you are ready to run ./configure
parallels@ubuntu-linux-22-04-02-desktop:~/SDL2_gfx-master$ ./configure
configure: error: cannot find sources (README) in . or ..read more
Stack Exchange - Game Development
6h ago
I am aware a common approach in game development for attack animations is to seperate the player from the weapon and 'stitch' them together in runtime depending on what weapon is equipped.
This would prevent having to animate the entire player again for every possible weapon - you would just need to animate a new weapon!
An example of this I have seen is with the Zelda: A Link to the Past sprite sheet. Links body is seperated from the sword and the sword is overlayed on top of or behind link when attacking (or so I assume). See https://www.spriters-resource.com/snes/legendofzeldaalinktothepast ..read more
Stack Exchange - Game Development
6h ago
What do you do to write optimized code? I made a game. The fps is fine at the beginning. As time goes by, the fps drops. I saw from Profiler that the reason for this is GC Alloc. I was told that coroutine should be used to write optimized code, but when you call a coroutine in a loop, GC Alloc increases according to the number of calls. I thought waituntil worked when the conditions were true, but I think the bloating in the loop is due to the waituntil I wrote in the first line of the coroutine. What can I do to prevent this ..read more
Stack Exchange - Game Development
6h ago
Is there any way to do DOF & motion blur based on just 1 image & its depth image on a mobile platform ..read more
Stack Exchange - Game Development
21h ago
I have code to convert voxels to polygons:
extern class voxel
{
public:
sf::Vector3f position;
sf::Vector3f rotation;
sf::Vector3f attraction_direction;
sf::Color* color;
float weight = 0;
};
extern class polygon
{
public:
sf::Vector3f position[3];
sf::Color* color;
};
extern class model
{
public:
voxel* voxels = new voxel[1];
polygon* polygons = new polygon[1];
sf::Vector3f center = sf::Vector3f(0, 0, 0);
int voxels_count = 0;
int polygons_count = 0;
void set_voxel(int voxel_count, sf::Vector3f voxel_position, sf::Color* voxel_co ..read more
Stack Exchange - Game Development
21h ago
As you can see on image I have three Control Bindings
Space Bar - works perfectly on desktop. I can press several times Space Bar and my binned function fires each time
Touch 1 - fires only once on mobile phone and when playing in Mobile mode. When I touch the screen on phone or with mouse in Mobile mode it works only first time
Left Mouse Button:
If I press the touchpad then it works perfectly
If I touch the touchpad then it works only first time
I think here are problems with touching system. Did I miss something?
How can I fix this problem ..read more
Stack Exchange - Game Development
21h ago
Some meshes are flickering in WebGL while they work smoothly in the standalone application. This happens with different projects. To resolve the issue, I have to adjust the camera's near clip; sometimes it's 0.09, and sometimes it's 0.35 to solve the problem. Is there any generic way to solve this problem for every mesh, or am I missing any mesh standards ..read more
Stack Exchange - Game Development
21h ago
I'm currently making a game similar to this Nyan Cat flash game, although I'm using cocos2d. I'm having a hard time trying to make the rainbow effect:
Currently, every update call I add a piece of rainbow on screen and move it back, having also added it into a special array. When a player changes its y coordinate I rotate all the added spites by a certain calculated value.
Honestly, it looks... not perfect and I've been wondering if there is better way ..read more
Stack Exchange - Game Development
2d ago
I have loaded a 3d scene from Maya into Libgdx: It has two polygonal objects(meshes)
One object is labeled as: chamber
The other object: it has another name
I load the Maya scene as such:
sceneAsset = new GLTFLoader().load(Gdx.files.internal("myexports.gltf"));
scene = new Scene(sceneAsset.scene);
sManager.addScene(scene);
Now, I know I can iterate through the names of the references within the model scene that was loaded as such:
for(Node node : sceneAsset.scene.model.nodes){ // print some debug info on the file contents
Gdx.app.log("Node ", node.id ..read more