Latest programming Activity
Then maybe Blogs is a better place to tell us about your project's progress. Just sayin', you could add to your existing blog or your existing Projects entry:
https://www.gamedev.net/blogs/entry/2294183-devlog-14-front-yard-health-bar-and-music
https://www.gamedev.net/projects/5489-harvest-fall
Since …
As a former game dev myself I understand how tiring game dev is and I want to help game devs with that. I am willing to partner up with game devs and offer to do the entirety of the modelling and texturing work therefore enabling them to work on more projects and get more money in their pockets.
Mod…
Hey JoLumaya,
We are an experienced team of developers and are pleased to assist you with your project to create a remake of Dinosaur Planet based on the leaked 2021 Beta build. We can create a complete and enhanced version of Dinosaur Planet that includes the missing content from the beta and…
Last week I mentioned context and how I work better with it. Normally for me its looking over code or a system that's already implemented in some way learning how it works and then creating my own interpretation of it - one such system is the ‘new’ Input System.
My project grew from the Third …
How to make a new C++ actor and use it in blueprint!
Some Dos-and-Don'ts of creating Unreal C++ classes that can be used in the editor and blueprint.
Basic Unreal Header Tool Introduction and how to properly mark up your classes to be used with the Engine.
Unfortunately this video was recorded …
How to set up some commonly used AAA tools for C++ programmers who make games in Unreal!
(Scroll down for video)
Once you get into the industry, you will find that there are some common work flows and tools used among AAA developers at various studios. I go over some of these tools and how to set the…
Following up from the previous blog post about the Java engine or “Zengine” that I'm developing with my friend. I was contemplating how to go about implementing an editor build or rather multiple build types for editing and for a game. After doing some brainstorming I've figured out how to implemen…
Original article from pvs-studio.com.
Wave Function Collapse is an algorithm that can generate anything by arranging it according to rules or samples. In this article, we are going to look at how to use WFC to generate a map in Unity.
A curious project I found on GitHub inspired me to write this arti…
Esenthel Engine huge update - Switch, vs Unreal/Unity, SuperRes, AO, MotionBlur, Bloom/Glow/Emissive
Esenthel Engine - http://esenthel.com/ - the Free and Open Source Game Engine
Just got a Huge Update:
#1) Nintendo Switch™ supportEsenthel Engine Nintendo Switch™ support is now complete and available to all Nintendo Authorized Developers.
Download Esenthel Engine from - https://github.com/Esenth…