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Latest OpenSource Activity

DragonJoker
April 23, 2024 07:09 AM
Castor3D - 3D engine version 0.16.0 has been released.
Important Changes
  • Implemented clustered rendering.
  • Reworked light attenuation as a range.
  • Implemented color grading.
  • Implemented context blocks in the scene file parser.
  • Removed deferred rendering.
New FeaturesGeneral
  • Reworked submesh components like pass components.
  • Implemented Mikkelsen tangent space sup…
3,390 views
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Land of Dran - Open Source Block Building Game

Pardon me as I try and post this topic without a preview feature, and edit the markdown/bbc code as needed.

I've been working on an open source block building game since January, "inspired" by the game Blockland but most people might compare it to Roblox.

It prioritizes easy modability and building. …

2,186 views
sausagejohnson
June 19, 2023 02:00 PM
Orx - Portable Game Engine version 1.14 has been released

The Orx community is pleased to announce the 1.14 release. This marks the 14th yearly major release since 1.0 in 2009. 
There are quite a few changes in this release. Here are some highlights:

  • Bundle, a new extension that can automatically discover and pack all your game resources, either inside…
4,435 views
DragonJoker
May 02, 2023 12:40 PM
Castor3D - 3D engine version 0.15.0 has been released.
Important Changes
  • Fixed COM binding, and finished implementation of a basic C# viewer application.
  • Implemented support for multiple lighting models in the same scene.
  • Improved PCF shadows, sampling a Poisson disk.
  • Castor3D now uses a reversed Z buffer.
  • Drastically improved overlays preparation and rende…
6,236 views

You may want to look around for existing art first, time is a very scarce resource. Building on top of something that exists already may be a better direction.

2,621 views

Hello, everyone!

A new Forward Only release happened, with an episode-crossover with SCP Foundation!

Trailer:

The game performance was improved, some errors fixed. Playable build, as usually, available in the game repo:
https://github.com/IlyaFaer/ForwardOnlyGame/releases

13,492 views
sausagejohnson
March 20, 2022 11:48 PM
Orx - Portable Game Engine version 1.13 has been released

The Orx community is pleased to announce the 1.13 release. This marks the 13th yearly major release since 1.0 in 2009. There are a substantial amount of changes in this release. Some highlights include:

  • 70+ updates or new features
  • Added a new SoundSystem plugin based on MiniAudio: All platforms now s…
20,427 views
DragonJoker
March 20, 2022 03:23 PM
Castor3D - 3D engine version 0.12.0 has been released.

I'm happy to announce the release of Castor3D, version 0.12.0

Castor3D is a 3D engine written in C++ 17.
It works on Windows and Linux.
It relies on Vulkan as a rendering API, and uses Ashes to extend this support to Direct3D 11 and OpenGL.

Some of the changes:

  • Now using RenderGraph to build a frame gra…
15,517 views
C-Research
February 28, 2022 05:54 PM

Acosix said:

C libraries are old but useful for 2D games.

True. Much of the C libraries have been matured, even perfected, so no need to “reinvent the wheel”.  Many people discover that a lot of frameworks, engines, middleware, and tools have a lot of C at least embedded in the source. Some are …

39,896 views
Vanda Engine is a free open source game engine for 3D game and realtime interactive 3D

When I started game engine development, many thought it was impossible for one person to build a game engine. But I proved that I could build a game engine with an old computer without a budget. Of course, there is still a lot of work to be done.

Vanda Engine is a free and open source game engine fo…

5,748 views
Kirill_live
April 09, 2021 01:29 PM
Tuesday JS relese desctor version in Steam

The desktop version is already available on Steam. The release is based on the latest web version 0.30 with all its innovations in the form of cloud storage.

https://store.steampowered.com/app/1575970/Tuesday_JS_visual_novel_engine/​

Both versions are almost completely identical, except for saving f…

5,511 views
Who are we?

We at OpenTibia.dev are a small subset of a larger Open Tibia community known as otland which has over the years largely turned from being an open source community to a very tricky egomaniacal business community masquerading as an open source community with no respect for free speech / a…

2,968 views
LifeAI artificial intelligence system

LifeAI is an artificial intelligence system that simulates key processes of our minds, such as organizing data into concepts and categories, planning actions based on their predicted outcome, and communication. LifeAI was designed to be simple, but powerful and flexible enough to have many applicat…

2,975 views
small3d Tutorial

small3d is a small, cross-platform 3D game development library I have put together and have been maintaining over the past few years. This is a tutorial on creating a ball in Blender, and then writing a C++ program that loads it and moves it around on the screen, using small3d. Alternatively you ca…

88,882 views

Hi all,

In short Crowd Control is a Trading Card Game on a blockchain. This allows you to transfer cards between players, a feature that is gone for Hearthstone or Magic Arena, which is very sad, because this is a very great feature of the real Magic the Gathering as it brings the community together…

3,750 views
renedudfield
October 29, 2020 02:16 PM
pygame 2 released on 20th birthday

pygame 2.0, the most popular game library for python has been released on its 20th birthday.

What's the best feature of pygame 2? Maybe it's "backwards compatibility". For many, many apps pygame 2 is backwards compatible. Have an pygame app from the year 2000? It will probably work. We still have so…

8,060 views
mfilion
July 17, 2020 04:32 PM
Lighthouse positional tracking in Monado with libsurvive

HTC Vive (Pro) & Valve Index users can now experiment with positional tracking with a fully open source stack, thanks to the implementation of a libsurvive driver in Monado, the OpenXR runtime for Linux.

https://www.collabora.com/news-and-blog/news-and-events/lighthouse-positional-tracking-in-mo…

5,509 views
mfilion
July 01, 2020 03:48 PM
Monado: Multi application support & OpenXR 's XR_EXTX_overlay extension now available

The recent improvements in Monado including out of process compositing and multi layer rendering released with v0.2 prepared the requirements to implement OpenXR's XR_EXTX_overlay extension and multi application support, which are both now available!

Read more: https://www.collabora.com/news-and-blo…

5,906 views
mfilion
May 29, 2020 05:25 PM
Monado OpenXR runtime development gaining momentum: version 0.2, multi-layer support & more!

With the excellent (online) edition of Augmented World Expo 2020 in full swing this week, what better time to announce version 0.2 of the Monado OpenXR runtime for Linux! It's been a very busy three months since the last Monado developer update and there are a number of exciting developments to sha…

5,000 views
sausagejohnson
May 21, 2020 11:46 AM
Orx - Portable Game Engine version 1.11 has been released

Version 1.11 of the Orx Portable Game Engine has been released. This marks the 11th yearly major release since 1.0 in 2009.

Some of the more notable features of the release are:

  • Project build tool "Init” now supports the creation of orx/Scroll, Dear ImGui and orxArchive based projects
  • Support changes …
7,978 views
Shinmera
March 01, 2020 12:00 PM
March Status Update

Another month has flown by, and this one has turned out to be much more exciting than I ever anticipated! Primarily this is due to me making a surprise decision to try and apply for a grant to help get this project funded. This prompted a lot of changes, which I'll talk about today.

If you're new to…

4,095 views

Hi,

A little update on this, there are new features. As a reminder, the format's SDK is a dependency-free, single C/C++ header file, has a Blender exporter and included in Assimp too (with limited support unfortunately).

https://bztsrc.gitlab.io/model3d

The Model 3D format now can efficiently store:
- …

19,202 views
Shinmera
February 04, 2020 09:52 PM
February Status Update

I think it's time for another quick update on the game! There isn't all that much to go through, as I've been rather occupied with other matters, such as university exams. Besides that I've also been struggling with figuring out the core story, setting, and direction I want the game to go in.

In any…

3,777 views
『Open Source』Programmers needed for sci-fi themed multiplayer social game!
Welcome aboard Space Station 3D, when the clown is the most sensible person on the ship!

Foreword

Hello everyone! I'm rather new here so I'm sort of nervous to be posting this (this is my first thread!) but recently there's this new open source project whose Discord I’ve been active on and it seems r…

2,676 views
Shinmera
December 11, 2019 05:13 PM
December Status Update

It has been a while since I last wrote an update. It's also now been a year since I first started to work on it! I think it's about high time I talked about what's been happening, and what I plan to happen in the near future, too.

Since my last update I have not had a lot of time to work o…

3,572 views
Bullet Debug Visualization

Hi,
I have created a basic debug viewer for Bullet while working on my game engine.
It uses three.js to render debug lines, and communicates to the application (i.e. server) via web socket.

Link: bullet-visualization

Included in the repo is some reference code for creating the server (…

3,841 views

I made a Java modular game engine during my PhD.
I have a few extra physics  features/demos currently broken that I hope to release again end of the year.
Case you're interested in using it to port to C++ ou C#
https://github.com/g-amador/JOT

Not interested in programming but doubts regarding…

3,417 views
Whack the Mouse

Locking this as it's going nowhere. This is not a subforum for asking other people to make games for you.

4,593 views
UE4 Problems with texturing the Landscape

Hello im new in UE4 im creating a island for my game and im strugling to have the beach because im using a autolandscape material that i created can sameone teach me a way to do it? Im gone a attatch some prints of my blueprints and my landscape (where the red arrows are pointing was supost to be…

3,833 views
On 9/8/2019 at 11:55 AM, trill41 said:

If you added large binary files (e.g. game assets like models, textures, sounds etc.) to your repository, all VCSs (like git, Mercurial, CVS, Subversion) will become slow, because they were made for source code, i.e. text files.

T…

6,061 views

Thanks for the suggestion. Btw. I'm now over 800 entries.

3,693 views
Shinmera
August 20, 2019 10:37 AM
Two Monts Later - The End of Daily Gamedev

It's been two months now since I started to do daily game development streams. I've been trying my best, but it is time for this to come to a close. In this article I'll talk about the various things that happened, why I'm stopping, and the future of the Leaf game. Strap in!

It's actually been …

4,185 views
Trilarion
August 08, 2019 03:36 PM

Hi, I collected technical infos about more than 500 open source games and put them in a Github repository (game entries in text format). A dynamic HTML table of the entries is created from the data. It allows searching and sorting. For all the games there is a link to the homepage, where to ob…

2,258 views
Shinmera
August 06, 2019 08:21 AM
Seven Weeks Later

This weekly summary of daily progress would normally be very short, as I fell ill and had to sit out a few days of development as a result. I'm writing this from bed at the moment, though I'm already feeling a lot better. In any case, this week I …

4,748 views
Shinmera
July 30, 2019 06:42 AM
Six Weeks Later

In this week of daily game development, I worked on two larger features. The first is a pathfinding, so that NPCs, and the player character, can move to designated positions in the map. That'll largely be useful for cutscenes and making NPCs move …

3,134 views

alvaro, thanks! that's exactly what I needed ~ I've started working on my research now and also found out about the Komodo MCTS chess engine

again thanks a ton

4,502 views
Shinmera
July 23, 2019 09:27 AM
Five Weeks Later

And another week of daily gamedev gone by. The improvements implemented in the last week are not too exciting visually. I finally implemented a proper world storage format, including for the new quest system, as well as save states for the whole s…

3,273 views
Shinmera
July 16, 2019 09:18 AM
One Month of Daily Streams Later

That didn't feel as long as it was. A month ago I promised to do daily streams of game development. So far I've held true to that. I'm sure I won't be able to hold that true forever, but I'll try to keep going for as long as I can. In this one mon…

3,020 views
Shinmera
July 09, 2019 11:20 AM
Three Weeks Later

This week the weather has been much more amenable, but unfortunately not too much visible progress has been made. I rewrote some engine internals to allow a much better representation of GL uniform buffer objects. Moving platforms and simple elevators were also added, which proved much more frus…

3,041 views
Shinmera
July 02, 2019 05:57 AM
Two Weeks Later

This week central Europe was a hellfire, and the resulting heat did not help with productivity. Regardless, the daily development streams at least continued. Newly added to the engine are horizontal slopes and a lighting system. I'm working on a n…

2,840 views

To get back on topic I don't think I know everything about ECS but to answer the poster of the topic the "most important" question he needed(I believe) I say "thumbs up" for a job well done on learning ECS. You might know more about the topic, but it was a good effort, any way...to answer the que…

15,466 views
Shinmera
June 25, 2019 03:23 PM
One Week Later

It's been a week of daily game development streams, and the project is now about back to where it used to be before I started redoing large parts of it last Monday. There's still a lot left to fix and smoothen out, but so far the progress has been…

2,694 views
Shinmera
June 17, 2019 09:45 PM
Daily Development Streams

Starting tomorrow I will be doing daily live game development streams for my current game project, Leaf. The streams will happen from 20:00 to 22:00 CEST, at https://stream.shinmera.com. There's also a short summary and countdown page here.

The streams will first primarily focus on rewr…

3,592 views
[WIP]-SDL2-“Garry Kitchen’s GameMaker 2”-Feedback?

Target audience?
I think the DOS style assembly part would scare away most of the non-programmers. Game makers are supposed to target people who cannot make games on their own and therefore accept certain limitations to what can be made. You can either make it more appealing to beginners using …

4,460 views
Hodgman
January 05, 2019 12:18 AM
Building custom input hardware
Inspiration

The game Objects in Space has been demoing their game at shows such as PAX with a giant space-ship cockpit controller, complete with light-up buttons, analog gauges, LED status indicators, switches, etc... It adds a lot to the immersion when playing the game:

They have an Arduino tutorial…

11,443 views
Polydone
November 06, 2018 11:38 AM
Buh-bye Windows, hello Linux!

I've been looking into server hosting for the game server, and since Windows Server does cost a bit to lease and also fires up a bunch of services that I don't need at all I've been looking into Linux.
The server is written in C# and previously Mono was the only realistic alternative for Linux -…

5,959 views
Olivier Girardot
April 16, 2018 07:35 PM
Selling my sound effects on my own platform - Looking for feedback !
I have recently created my own Sound Effects plateform:  http://www.ogsoundfx.com    Have a look !

 

There are basically 2 options that you can chose from: Packs or Single tracks. 1/ Sound effect packs/Full albums: Their price range from a few dollars up to $29 for huge collecti…
4,152 views
Jay_Lee
November 07, 2017 06:00 PM
Conquering the Data Dragon to Launch and Scale a Mobile Game Worldwide

For our team, developing Creature Quest, the mobile strategy RPG, has been a thrilling adventure all its own. It’s been a journey where our heroic development team needed to slay the fearsome monsters of scaling, client-versus-server data handling, and other tricky impediments – all so that the …

2,181 views
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