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austinmorlan.com
| | etodd.io
13.4 parsecs away

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| | You've probably heard the whole "don't make engines, make games" shtick. As I progress I am learning another important lesson: tools are the most important aspect of any project, gameorengine. Whether you're rolling a custom engine or shopping around for middleware, tools should be absolutely top priority. Seriously. The question should not be "how many shiny graphics techniques can I incorporate?". It should be "how easy is it to create content for this game?". Content is the center of every game, whether that content is an AI algorithm, a map layout, or an art asset. If the content pipeline is even a little inefficient, it will prevent you from making the game you want to, whether you realize it or not. If you have to jump through hoops to create a new level or script a story sequence, you're going to put it off and focus instead on adding another feature that provides tangible results, like a new lighting technique. Problem is, those features don't make the game. Content does.
| | simpleprogrammer.com
10.9 parsecs away

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| | If you can code, you can make video games. Getting started in game development is easier than you think, you just need to take the leap.
| | gameartsg.wordpress.com
12.4 parsecs away

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| | Currently I have an interest in creating environments with stylized graphics such as cel-shading. I am particularly interested in making my environments immersive and interesting to navigate in. In semester B I have looked at many practitioners working at the forefront of the games industry. Leonard Ritter is a programmer that is looking into organic...
| | luten.dev
15.0 parsecs away

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| Ive been out of the .NET loop for a very long time. I would never have thought that it was so easy to get a .NET project up and running on Linux. But, I guess a decade of embracing Open Source at Microsoft changes things. Here are the steps I took to get an OpenGL window up and running on Ubuntu using .NET Core, VSCode, and OpenTK.