I am reading the third edition of The Art of Game Design: A Book of Lenses by Jesse Schell, and I encounter multiple concepts presented as different, but I do not see much difference. Currently, these concepts are emotions, experience, and pleasure. Can you tell me what the distinction between them is in the context of the book, and where the difference is explained better? This is my first game design book, and I did not read much psychology or anthropology before. My background is in softwa...| Recent Questions - Game Development Stack Exchange
I wrote a Python script (for the editor) to attach a mesh to a scene component of an actor (vegetation_root_component). In the logs everything looks fine, but no mesh appears added to the actor If I move the actor in the scene, it disappears, not a good sign root_transform = vegetation_root_component.get_world_transform() # Transform world location to local local_location = root_transform.inverse_transform_location(hit_location) local_rotation = root_transform.inverse_transform_rotation(unrea...| Recent Questions - Game Development Stack Exchange
I have a top-down character object that is a Container of various parts. This character can have elements that should move along with it (think a health bar, a speech bubble) that should NOT rotate when the character rotates. If I add it to the Container, it rotates by default. If I don't add it to the Container, the element needs to be moved separately to keep up. Neither of those work super well for me. Is there a neat way to flag that part of a Container should not rotate with it? Or that ...| Recent Questions - Game Development Stack Exchange
When I create a project in Unity, enable Google Cardboard VR support, and build a project on Android, the camera is controlled by a gyroscope, although I did not write any controllers. Even if I specify a constant rotation of the camera in the update function of the character controller, it still continues to rotate with the gyroscope. How can I disable this feature, because it greatly hinders the implementation of control?| Recent Questions - Game Development Stack Exchange
I have a mobile app that allows for younger students / children to practice the multiplication tables. 2 x 2 = 4 3 x 2 = 6 To make the app more encouraging, I am planning to add some gamification in form of a reward system. The concept I came up with are collectible animated stickers. The current concept of these stickers is designed as follows: When you finish a training round of a multiplication table with < 3 mistakes, you unlock a sticker (e.g. a tiger sticker). The color theme of the sti...| Recent Questions - Game Development Stack Exchange
I'm new to isometric display. I want to convert screen 2D coordinate to my world 2D coordinate. For display, I convert world 2D coordinate like this: // My sprite size is 97 pixels width and 49.0 pixels height let tile_width = 97.0; let tile_height = 49.0; // A world coordinate for example let world_x = 10.0; let world_y = 20.0; // I will compute the sprite coordinate on screen like this let screen_x = (world_x - world_y) * (tile_width / 2.0); let screen_y = (world_x + world_y) * (tile_height...| Recent Questions - Game Development Stack Exchange
I'm starting to create a roguelike, and stumbled upon SquidSquad, which has an amazing collection of algorithms and other stuff related to roguelikes. However, for some parts, documentation is really lacking - or more crucially, the lack of code examples. I'm trying to use the WildernessGenerator, but I'm just not sure how to use it... for example, Biome-class has no public constructors at all - so I don't know how to pass one to the WildernessGenerator constructor. And I can't find ready Bio...| Recent Questions - Game Development Stack Exchange
I have heard many conflicting opinions about the pros and cons of using terrain vs mesh in Unity. Some people say that terrain has better performance while others say mesh does. So, I am not sure which one is better. In Unity asset stores, there are some assets that convert terrain to mesh. The developers of these assets say that mesh will have better performance. That may be true, but, I want to get more opinions from independent experts. :-) Please compare terrain vs mesh in terms of: Perfo...| Recent Questions - Game Development Stack Exchange
while I was trying to optimize SDL2 rendering phase as much as possible, I reached a wall. I tried to search on the internet but I could not find any solution. So, I need help. Let me explain the problem. I will use pseudo-code for code examples since this problem is not language-dependent. Let's imagine we have a main program that follows a tree structure like the following: Main Handler Component A0 Component A1 ... Component B0 Component B1 ... ... Tree structures like these are really goo...| Recent Questions - Game Development Stack Exchange
I want to use Unity as a library for iOS platform. I exported the build from Unity for iOS. But I am unable to locate UnityFrmework.Framework. Is there any step i am missing? Unity Docs states that: Every unity iOS Xcode project has the following structure. A library part in the UnityFramework target that includes the source, plug-ins, and dependent frameworks. It also produces a UnityFramework.framework file. Here is my current exported structure: Remember, in the UnityFramework folder, I ha...| Recent Questions - Game Development Stack Exchange
In developing a 4x multiplayer game where players should cooperate to implement any of the four Xs. I am interested in containing all information about the world and characters (players location, local events, map layout and content, any local metric like, for example, some resource amounts in certain places of the world) to be only exchanged between players' characters verbally or through in-game letters, publications, declarations. The idea is to turn information into resource as well as op...| Recent Questions - Game Development Stack Exchange
I tried to migrate the rifle anims from the lyra sample project. I am using the same skeleton as the Lyra project, but the wrist is twisted once they are retargeted. If I open the anim before retargeting, I can see a notification in the viewport that says there is a post process anim blueprint running with a button to disable it, and when I do so, It results in the same wrist twisting issue. Cool, it's not an issue with retargeting, it just needs that post process abp. I tried to retargeting ...| Recent Questions - Game Development Stack Exchange
I've just started using Godot and obviously fail to use NavigationAgent3D correctly. I've added a NavigationRegion and baked a navigation mesh successfully (not too hard, though). The navigation mesh hovers the actual geometry by one cell unit, which is correct according to the Godot documentation. In my player node I've added a NavigationAgent3D and implemented movement in the _PhysicsProcess method (using C#, because I'm comfortable with it) public override void _PhysicsProcess(double delta...| Recent Questions - Game Development Stack Exchange
I'm a veteran C++ dev, but so far I've only been working with blueprints in Unreal. I'm now attempting to mix the two. I have a blueprint actor I'd like to attach a component to, but the actor component is defined as a C++ class. The class doesn't show up in the editor as an addable component. As far as UE5 is concerned, that class doesn't exist (even though I used "Tools->New C++ Class" to create it). I have "meta=(BlueprintSpawnableComponent)" in the UCLASS definition at the top of the head...| Recent Questions - Game Development Stack Exchange
A default cube exported from Blender shows this issue(several vertical lines are dark) of baked AO in Substance Painter. I encountered this issue from texturing a model with a layer of dirt where I surprising found some lines have much more dirt than others. After some tests I found out it was the AO problem. Eventually I tried to use this default cube from Blender to see if there would be any issue. Again there was but I really don't know why. I never change export settings in Blender and he...| Recent Questions - Game Development Stack Exchange
I have a GameObject with a Rect Transform (I assume I should be using one) and I am trying to essentially spawn squares in a grid formation. However it starts from the middle and I want it to start from the top left. I have tried adjusting the pivot but it seems to have no affect so I am pretty stuck. Here is an image of what I have and the Rect Transform Here is a snippet of my code for performing the Instantiation rectTransform = GetComponent<RectTransform>(); Vector3 position = new Vector3...| Recent Questions - Game Development Stack Exchange
How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 fighter or RTS, the loser has no incentive to report the truth. --- Since a game using GGPO must be deterministic, it should be enough to run all inputs back to back to confirm the winner via a "referee" spectator, but this moves the problem: A cheater might send a "fake" set of inputs (e.g. just...| Recent Questions - Game Development Stack Exchange
I am new to unreal engine. Whenever I add a new class on unreal engine and open it in visual studio 2022 the intellisense doesn't seem to work for instance if I write #include "" it does not show me all the components. I have added the game development with C++ in visual studio installer?| Recent Questions - Game Development Stack Exchange
I have a character with a bunch of different attacks + sound effects in Unity. One way to architect this is to create a single AudioSource, and then set the AudioSource.clip to a specific sfx each time an attack happens. E.g.: playerAudio.clip = laserSfx; playerAudio.PlayOneShot(); (Where playerAudio is an AudioSource, and laserSfx is an AudioClip loaded at runtime) Another method is to have child game objects with their own AudioSources, so when I do attack A, I can do something like AttackA...| Recent Questions - Game Development Stack Exchange
I’m trying to create a magic system that lets the player add spells and modifiers to a spell stack and combine them following a set of rules, creating new spells in the process (that maybe can be combined even further) To do that with Niagara I need to be able to create new emitters from C++ using the merged settings of both emitters, then load the new emitter into a UNiagaraSystem. I’m guessing that I have to follow this path since I want to be able to merge multiple effects together and...| Recent Questions - Game Development Stack Exchange
I've just started to learn Unreal and reading the tutorial Components and Collisions I have found that they use the UPawnMovementComponent to control their Pawn. Before reading this tutorial I have added the code to move the Pawn inside its C++ code: #include "Paddle.h" #include "Components/BoxComponent.h" #include "Components/StaticMeshComponent.h" // Sets default values APaddle::APaddle() { // Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don'...| Recent Questions - Game Development Stack Exchange
I am trying to create an installer which will download the source of the latest release of a Unity project from a repository hosted on Github and then build it into an executable file. I have tried looking online for a solution, but, they all require the Unity Editor to be installed. Is it possible to build a Unity project from the source code into a .exe file or a .dmg file without the Unity Editor? From @DMGregory's answer, it seems that using an external tool to build Unity Projects will v...| Recent Questions - Game Development Stack Exchange
I'm struggling a lot with reconstructing the world space position (or alternatively the view space position) from depth (by reading the depth buffer) in a performant way (in a full-screen post-process). So far I've been using this approach: vec3 calculate_world_position(vec2 texture_coordinate, float depth_from_depth_buffer) { vec4 clip_space_position = vec4(texture_coordinate * 2.0 - vec2(1.0), 2.0 * depth_from_depth_buffer - 1.0, 1.0); //vec4 position = inverse_projection_matrix * clip_spac...| Recent Questions - Game Development Stack Exchange
I've been creating an adventure game using 45 degree angled tiles to create a 3D illusion- aka oblique style. Using 45-degree angles... I can create pretty much any size or shape building I want: I found I can easily get another perspective if I simply flip the tiles horizontally: While doing this gains an oblique perspective from the other way, it does change the vanishing point to be in the center of the map, versus towards the top left. Is this style of mixing perspectives common? Does it ...| Recent Questions - Game Development Stack Exchange
I've created plenty of 2D games and now that I've gotten my hands dirty working with 3D in opengl I want to start a game. The issue is I don't know how I can store all the map data. Not only the te...| Game Development Stack Exchange
I'm rather new to video game development, as I have only released one indie game on the web. Every time I have demonstrated the game at a public event, it has always received some kind of reception. It is for this reason that I've decided to add a bit more emphasis to marketing the game, something I failed to consider during early development. After doing some research, I realized that one method of promotion is making the game available for more consoles. However, because the entire game use...| Recent Questions - Game Development Stack Exchange
I'm new to ECS. And I'm trying to create my own game in ECS. I want to ask what's the common way to do some resource management. For example, it's very common to load and unload images from disk in any games. There is my resource management so far: class Resource { public: Resource() = default; virtual ~Resource() = default; }; class Image : public Resource { const unsigned char *data; int width; int height; public: Image() = default; ~Image() { // free the memory } void load(const std::files...| Recent Questions - Game Development Stack Exchange
I am working on creating an options menu through which I can change resolution and toggle full screen mode. I am allowing only those resolutions that have aspect ratio 16:9, as my game was originally made for 1600x900 resolution. How do I do this properly? For now, what I have tried is to close the current window and create a new window with target resolution and style. I also have to configure original window settings in this new window, like frame rate. In the original window, I tried to cr...| Recent Questions - Game Development Stack Exchange
I have managed to create a state machine for my game core, like on turn start, on turn end, and another one. Now lets talk about effect/status. For generic effects such boosting stats for certain number of turns are easy to handle and I don't have any problem with, but I'm not sure how to handle other effects/status. Here are some examples that I don't know how to handle: A stun that would not allow you to play for a turn. Thorns that should reflect 20% of the damage to the opponent A battle ...| Recent Questions - Game Development Stack Exchange
I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to rea...| Game Development Stack Exchange
I’m trying to implement a top-down Zelda-like enemy movement system. Consider a screen of x tiles wide by y tiles tall, each tile being 16x16 pixels. I’m not asking for code here. I’m asking for direction. I’m using Godot, but perhaps the answer isn’t engine specific. Should I use something akin to NavigationAgent2D? Or manual movement? Based on the requirements below what is the best practice for an enemy movement system? Requirements: Enemies can only move in cardinal direction...| Recent Questions - Game Development Stack Exchange
I'm trying to count the number of active touches in screen in order to perform an an action in case that there are two touches: auto jumpListener = EventListenerTouchAllAtOnce::create();| Game Development Stack Exchange
I am trying to make html5 games to be played on the browser(not offline apps), and I am trying to support the maximum number of platforms, hence I need to know what dimension should I use for the g...| Game Development Stack Exchange
EDIT 2017-05-14 dvb. Issue still active to this very day, see geforce forum link in main question. Note 3: "Stoltverd" has posted a "fix guide" on geforce forum. It has workarounds for non-OpenGL ...| Game Development Stack Exchange
Is it beneficial to use Generate Mipmaps for a texture used in a skybox shader? I need to use tex2Dlod to fix the edge seams issue, and I want to use the highest LOD I can reach in order to get the| Game Development Stack Exchange
I was recently reading about the technology of Ocarina of Time/Majoras Mask and discovered that world collision is done using a single triangle mesh (vertices, normals, etc) for an entire area. The...| Game Development Stack Exchange