Game Programming Resources

@game_programming
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I share useful resources and articles for game programmers.
#gameprogramming #gamedev #gameengine #fedi22

(I'm not a bot btw)

Yuzu agrees to pay Nintendo $2.4 million and will entirely shut down

After Nintendo recently filed a lawsuit against the Yuzu team, it was pretty much inevitable this was going to happen wasn't it.

GamingOnLinux

Basic 2D Platformer Physics (by Daniel Branicki): https://gamedevelopment.tutsplus.com/basic-2d-platformer-physics-part-1--cms-25799t

How to create a simple and robust physics system for a platformer game

#GameDev #GameProgramming

Basic 2D Platformer Physics, Part 1 | Envato Tuts+

This series will cover how to create a simple and robust physics system for a platformer game. In this part, we'll look at character collision data. Character Collisions Alright, so the premise...

Game Development Envato Tuts+

Embedded Scripting Languages: https://caiorss.github.io/C-Cpp-Notes/embedded_scripting_languages.html

And overview of embedded scripting languages and libraries.

#GameDev #GameProgramming

What makes an #ebook a more fitting choice for a #programming guide compared to a traditional printed book?

An ebook is always up-to-date. It's already compatible with #Godot 4.2.1, and I want to keep updating it after every significant release of the #GodotEngine.

So, how can you get it?

Please visit https://filiprachunek.gumroad.com/l/godot4 for more information and a #free #sample (50 pages out of 300).

Thank you for reading this. Good luck with your #games. 😎 I'll be grateful for any boosts.

Godot 4: From Zero To Full Game

"I bought the book last night and ended up staying up late reading it. It's about the clearest software book I've ever read. It goes into detail, but doesn't waste time on unimportant stuff, and seemingly covers Every. Single. Aspect. of Godot for 3d, which is exactly what I need. Thank you."- Nick JainschiggAre you interested in venturing into game development and creating your very own computer game?This practical book offers you the opportunity to gain firsthand experience in utilizing Godot 4 and crafting your own code using GDScript, a user-friendly and easy-to-learn language tightly integrated with the Godot Engine.Why is an ebook more suitable for a programming book than a classic paper book?An ebook is always up-to-date. I already upgraded all the code snippets to be compatible with Godot 4.3, and I want to keep updating it after every significant release of the Godot Engine.Once you purchase it, you'll get a lifetime access to all future versions!"Excellent book.Up-to-Date with Godot-Versions, understandable written also for non-native english speakers, everything is explained very well and last not least has an affordable price."- Anonymous customerWhat does this book cover?Prepare the workspace: Emphasizes the significance of utilizing a version control system, and assists you in properly setting it up across various platforms. Additionally, it provides instructions on preparing the environment for Godot and Blender, ensuring seamless integration between the two tools.The high-level concept: Provides an overview of the essential logic and workflow of the game, along with detailed, step-by-step guidance on constructing a modular model for the player's ship. It also explains why we prefer creating assets in a 3D environment and then projecting them onto a 2D plane instead of using sprites or pixel art. It discusses the reasons behind this choice and why it works better for the project.Prepare the basic scene: Encompasses the process of constructing the initial scene for our game, including the setup of lights, camera, dynamic background, and fundamental game objects. Moreover, it explores multiple techniques for creating and applying materials to models.Enemies, layers, collisions: Describes a process that involves several steps to create an asteroid model and integrate it into a game. It also includes configuring the collision system, managing object destruction, implementing shooting mechanics, and utilizing particle and shader systems to generate realistic explosions.Improve the player’s ship: Improves the player's ship model and enhances its behavior to make it more advanced and visually appealing. This includes incorporating modular components for breaking up the ship, implementing a shield mechanism, emitting flames from the engines, and adding trails to bullets, among other enhancements.Create the first level: Shows how to develop a versatile level system that can be applied universally. It covers aspects such as enemies shooting different types of projectiles, incorporating power-ups, implementing homing missiles, and creating a formidable boss enemy. Additionally, the chapter offers several tips for optimizing performance throughout the development process.Game workflow: Takes you step by step through the process of managing multiple scenes in a game, including the introduction, menu, and settings screens, and demonstrates how to smoothly transition between them. It explores various aspects such as incorporating music and sound effects, implementing game localization for different languages, setting up customizable key bindings, and integrating a sophisticated animation system.Export and release your game: Outlines the process of preparing a finished game for exporting and sharing with others. It encompasses a range of techniques and suggestions to reduce the file size of the exported game, making it more efficient for distribution.More game ideas: Proposes and illustrates supplementary concepts to enhance the appeal of your game for the audience. Accompanying the suggestions are code snippets or screenshots that emphasize the underlying concepts.And, as a bonus:Appendix 1: Modeling in BlenderAppendix 2: Godot 4 overviewAppendix 3: Changes in Godot 4.2 and laterAre you still unsure if this book is for you? Click here to download a free sample.Sample pages:I have created and recorded a video course on YouTube to supplement the book. If you're interested in observing the game creation process in action, you can visit the provided URL to watch it for free: https://www.youtube.com/@FencerDevLogMore sample pages:And the game you will learn to create from the scratch:Furthermore, this book is always up-to-date. I already upgraded all the code snippets to be compatible with Godot 4.3, and I want to keep updating it after every significant release of the Godot Engine.

Gumroad

Video Game Physics Tutorial - Part I: An Introduction to Rigid Body Dynamics (by Nilson Souto): https://www.toptal.com/game/video-game-physics-part-i-an-introduction-to-rigid-body-dynamics

#GameDev #GameProgramming

Video Game Physics Tutorial - Part I: An Introduction to Rigid Body Dynamics | Toptal®

Today's video games offer an incredibly realistic, immersive experience, due in large part to their true-to-life simulations of physical phenomena. By far the most commonly simulated effects are those of Rigid Body Dynamics. Toptal is pleased to have our very own Nilson Souto present this first installment of our...

Toptal Engineering Blog
Generic Search Algorithm - Gabriel Gambetta

Christopho published a tutorial about GLSL shaders in Solarus.
Available both in English and French. 📕📘
We can't wait to see what you're going to come up for your games! Have fun! 😀

https://youtube.com/watch?v=QcNfK8aap-E

#gamedevelopment #gameengine #shader #tutorial #solarus

Solarus 1.6 Tutorial [en] - #62: Shaders

YouTube
Computer Graphics from Scratch - Gabriel Gambetta

The Total Beginner's Guide to Game AI (by Kylotan): https://www.gamedev.net/tutorials/programming/artificial-intelligence/the-total-beginners-guide-to-game-ai-r4942/

A gentle introduction to the basics of game AI. Briefly covers: hardcoded decision-making, decision trees, scripting, FSMs,HSMs, behaviour trees, and more
.
#GameDev #GameProgramming #AI

The Total Beginner's Guide to Game AI

This article will introduce you to a range of introductory concepts used in artificial intelligence for games (or ‘Game AI’ for short) so that you can understand what tools are available for approaching your AI problems, how they work together, and how you might start to implement them in the language or engine of your choice.

GameDev.net

Fast-Paced Multiplayer (Part II): Client-Side Prediction and Server Reconciliation (by Gabriel Gambetta): https://www.gabrielgambetta.com/client-server-game-architecture.html

#GameDev #GameProgramming

Client-Server Game Architecture - Gabriel Gambetta