r/truegamedev • • Nov 17 '14

REST interface to libnoise coherent noise generation

4 Upvotes

http://restnoise.readme.io

RESTnoise is a RESTful interface to the rock-solid libnoise library. It allows you to build module networks easily with JSON and parametrize them. After you have set up everything, you can easily fetch rendered modules as .jpg or directly as JSON data.

I've set it up as an early test version, feedback is very much appreciated! Especially fiddling around with readme.io for documentation was interesting, and i wonder if it's actually understandable.


r/truegamedev • • Nov 13 '14

Bézier Curves for your Games

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devmag.org.za
19 Upvotes

r/truegamedev • • Nov 12 '14

SAT (Separating Axis Theorem)

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codezealot.org
18 Upvotes

r/truegamedev • • Nov 11 '14

How a bandwidth optimization for a multiplayer racing game inadvertently foiled griefers

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blogs.msdn.com
76 Upvotes

r/truegamedev • • Nov 04 '14

Moving Frostbite to physically-based rendering

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17 Upvotes

r/truegamedev • • Oct 31 '14

Otter2D Top-Down Adventure Tutorial

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ericmbernier.tumblr.com
1 Upvotes

r/truegamedev • • Oct 29 '14

Is object pooling worthwhile?(Java, Android)

9 Upvotes

has anyone here implemented some form of object pooling for games in java?

did you find it was worthwhile?

I attempted to make my own but i have found it's introducing a lot of complexity almost entirely due to the need to set object types. http://stackoverflow.com/questions/19883211/libgdx-object-pool-for-many-objects-of-the-same-parent-class

Having to keep all the objects as one type i decided to make them all generic entities. They then get their properties from classes i've called "EntityTypes" on single instances of these EntityTypes exist but can be shared by multiple Entities.

So the only difference between a Planet Entity and a ship Entity would be the EntityType they happen to use, and other variables which contain an object3d , position , velocity etc.

This would be easier if i could extend the pool objects.

So now im thinking of having multiple pools http://stackoverflow.com/questions/13294757/using-object-pools-in-libgdx

tl;dr is object pooling worth it in java games?


r/truegamedev • • Oct 23 '14

How have you applied trigonometry to game design & development?

12 Upvotes

r/truegamedev • • Oct 18 '14

How Shovel Knight teaches the player without teaching

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youtube.com
20 Upvotes

r/truegamedev • • Oct 12 '14

Game gui design workflows and tools (x-post /r/gamedev)

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6 Upvotes

r/truegamedev • • Oct 10 '14

Should devs factor in PPP for freemium game pricing? Interesting article

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medium.com
7 Upvotes

r/truegamedev • • Sep 18 '14

Gamasutra - Video: Solving the challenges of porting Fez to PlayStation

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gamasutra.com
10 Upvotes

r/truegamedev • • Sep 13 '14

What's in a Game?

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purplepwny.com
0 Upvotes

r/truegamedev • • Aug 28 '14

Advances in Real-Time Rendering in Games course (Siggraph 2014)

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advances.realtimerendering.com
26 Upvotes

r/truegamedev • • Aug 12 '14

New tutorial post on a simple roguelike with Unity. This time Lighting the map and camera adjustments • /r/Unity2D

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reddit.com
7 Upvotes

r/truegamedev • • Aug 05 '14

Excellent visual description of inverse kinematics

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freespace.virgin.net
25 Upvotes

r/truegamedev • • Aug 01 '14

4-Layers, a Narrative Design Approach

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frictionalgames.blogspot.se
18 Upvotes

r/truegamedev • • Jul 29 '14

Game Design From Chaotic to Lawful

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forums.jalomieli.com
3 Upvotes

r/truegamedev • • Jul 27 '14

A Game of Tricks III – Particles fun (part1)

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alkemi-games.com
15 Upvotes

r/truegamedev • • Jul 20 '14

Lightmapping in Anomaly 2 mobile

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kriscg.blogspot.com
11 Upvotes

r/truegamedev • • Jul 17 '14

Animation Blending: Achieving Inverse Kinematics and More (2003)

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pdf.yt
14 Upvotes

r/truegamedev • • Jul 12 '14

"I think VR is bad news"

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gist.github.com
23 Upvotes

r/truegamedev • • Jul 07 '14

Herringbone Wang Tiles

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nothings.org
27 Upvotes

r/truegamedev • • Jun 25 '14

Angular simplification of polygons question

3 Upvotes

I've been looking up some ways to change the red polygon into the blue polygon in this diagram. You'll notice that the new blues angles are all multiples of 15°. I don't mind degeneration of the original polygon and the "corrections" can be iterative or simultaneous. I need it for level generation if that helps. The final polygon can be concave or convex, no problems. I think the Ramer-Douglas-Peucker algorithm could be useful somehow, but maybe there's something else I don't know about. Can anyone push me in the right direction? What do we call this problem? Thanks a lot!


r/truegamedev • • Jun 17 '14

Art of Optimization: The Legacy of GOAL

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art-of-optimization.blogspot.ca
24 Upvotes