One of the common tasks that both beginners and experienced game designers face is describing a large amount of content to pass its parameters to the engine. This is not an easy task, given that it is very difficult to find materials on the technical aspects of game design. Well, let’s figure out how to transfer data to the engine.
Game development *
I just started to learn Game Development, and decided to run write my personal blog about it. So there you can find information(resources, blogs, courses, books) that i've gathered and my personal problems with learning)
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Cricket in India is more than just a game and for most of it is a matter of pride and unity. As we all have grown up playing cricket and everyone knows all about its rules and techniques that are quite interesting. Over the last few years, the Indian premier league is the latest and most renowned version of cricket that has 20 overs. Within a short span of time, it has become one of the best sports traditions in India.
Day by day the fanbase of IPL is increasing and there are many IPL live streaming cricket apps, where you can enjoy IPL matches.
In this article, we will count everything you should know about IPL 2023.
The IPL is a professional T20 cricket league in India that was first begun in 2007 by the Board of control for cricket in India, and in 2023, it will be the 16th season of the premier league. Basically, it is contested by ten teams and annually it is held in summer across India between March to May.
So, here is the team of IPL 2023.
IPL 2023 Teams
Here is the list of the total teams of IPL 2023 and its players.
The title of the article is a question I was asked in an interview for a Middle position. In this article, we will look at Unity coroutines, what they are, and at the same time we will capture the topic of Enumerator \ Enumerable in C # and a little secret of foreach. The article should be very useful for beginners.
In this article, we will look at a way to give the user the ability to upload any files, such as textures. And let's touch on the topic of launching JS functions from C# within Unity. As a result, we will get a script that, by calling just one function, will open a window for selecting files.
Over our many years of experience in security awareness and experimentation with learning approaches (e.g. online adaptive platforms, interactive workshops and even VR simulations), we’ve noticed that even if the material is presented in a highly engaging way, people still lack the opportunity to apply the knowledge in practice. This means that although they are taking in the information, it won’t necessarily be applied.
After Epic released the UE5 technology demo at the beginning of 2021, the discussion about UE5 has never stopped. Related technical discussions mainly centered on two new features: global illumination technology Lumen and extremely high model detail technology Nanite. There have been some articles [1 ] analyzing Nanite technology in more detail. This article mainly starts from the RenderDoc analysis and source code of UE5, combined with some existing technical data, aims to provide an intuitive and overview understanding of Nanite, and clarify its algorithm principles and design ideas, without involving too many source code level Implementation details.
Lumen is UE5’s GI system, it is different from the traditional real-time GI which only includes the contribution of indirect diffuse reflection. It also includes indirect diffuse reflection and indirect highlight, providing a new set of complete indirect lighting. Lumen supports both hardware-based RTX and software-based Trace algorithms. The starting point of this article is that Lumen GI uses the process, algorithm, and data structure analysis of indirect diffuse reflection part based on software Trace to understand the basic principle and operation mechanism of Lumen from a macro perspective.
The core of Lumen includes the following parts:
Today, we will share some knowledge points related to resource memory leak. A memory leak is the most common issue that we continuously see and also are afraid of. What is the reason behind it? Because we can’t predict the extent of the leak before we locate the leak bottleneck, we had no idea whether it will burst out at a certain moment on the line. We have received feedback from developers that their players had no problem playing for half an hour, but they would get more and more stuck after 3 to 4 hours of playing, which they never expected before. How can it be solved? Today’s sharing will answer such questions.
UWA’s GOT Online-Assets report has a resource occupancy trend chart. If there is a rising trend like the one below, you must pay special attention.
This is the translation of my article about ECS. Original (in Russian).
ECS (Entity Component System) is an architectural pattern used in game development.
In this article, I am going to describe some of the general principles of ECS frameworks' inner workings and some of the problems I have faced during the development of my own.
When I first started learning about ECS everything seemed wonderful, but only in theory. I needed some real practice to make sure that all that they were saying about ECS was true.
I’ve tried different frameworks with different engines and programming languages. Mostly it was the gorgeous EnTT framework that I used with the Godot engine and LeoECS with Unity. I haven’t tried Unity’s native ECS from DOTS because it was rather unpolished at the time I was starting.
After a while, I got enough practical experience with ECS but it was still unclear to me how all this magic works under the hood. There are a few good blogs about ECS development (https://skypjack.github.io/ from the author of EnTT and https://ajmmertens.medium.com/ from the author of Flecs) but none of them gave me enough understanding about how they are implemented. So eventually, following Bender’s example, I decided that I’m gonna make my own ECS =)
The PVS-Studio analyzer often checks code of libraries, frameworks, and engines for game development. Today we check another project — MonoGame, a low-level gamedev framework written in C#.
It's cool when enthusiastic developers create a working clone of a famous game. It's even cooler when people are ready to continue the development of such projects! In this article, we check TheXTech with PVS-Studio. TheXTech is an open implementation of the game from the Super Mario universe.
One of the mechanisms of static analysis is method annotations of popular libraries. Annotations provide more information about functions during errors detecting. CARLA is an impressive open-source project in C++ that helped us implement this mechanism to our analyzer. Subsequently, the simulator became a test-target for the improved PVS-Studio static analyzer.
So, I finally found a moment to write a bit about how we created the water for TReload. Our basic goal was to flood all of the levels with acid - a lot of acid, as the flooded area is massive :) Here’s one of the results which we got out of this process:
PVS-Studio is a static analysis tool that helps find errors in software source code. This time PVS-Studio looked for bugs in Storm Engine's source code.
What this article is about
In this article, we will talk about multithreading in the backend.
• how it is implemented
• how is it used
• what can be done
• what we invented ourselves
All these questions are relevant only if you develop something for the server side - modify the Server SDK code, write your own plugin, or even start some server application from scratch.
The previous year has been very distressing for businesses and employees. Though, software development didn’t get so much affected and is still thriving. While tech expansion is continuing, Java development is also going under significant transformation.
The arrival of new concepts and technologies has imposed a question mark on the potential of Java developers. From wearable applications to AI solutions, Java usage is a matter of concern for peers.
Moreover, it is high time that developers enhance their skills as to the changing demands of the industry. If you are a Java developer, surely you too would be wondering what I am talking about what things you should learn.
Link to Part 1.
A SimpleGAS is a set of tutorials for entry-level Unreal Engine enthusiasts who wants to leverage the power of the Gameplay Ability System in their prototypes. While there are great tutorials and GitHub repositories which cover the topic of GAS in more depth, this tutorial is requiring a minimum C++ setup and showcases working examples built entirely using Blueprints. This tutorial is for those who are new to Unreal Engine gameplay/multiplayer development or simply need an easy headstart before diving into more sophisticated GAS-related content.
Today we finish what we started in Part 1 and make replicated grenade projectiles using Gameplay Ability System...
Recently we found out that the new version of the fheroes2 project was released. In our company there are many fans of Heroes of Might and Magic game series. So, we couldn't pass it up and checked the project by PVS-Studio.
Hey everyone! I represent a game studio without a name, and the project we’re working on goes by the technical name of "CGDrone". I started writing this article earlier today, having tortured myself for ages with sketches, colours, algorithms and correcting bugs in rotations based on quaternions (the last one just about finished me off). You can probably understand I needed a break.
I’ve often come across stories people have posted online about how they made their game, the difficulties they faced, and the result they achieved at the end. Likewise, our team has its own story, and I’d like to share a bit about it.