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  • Best bulk sms provider in kenya, uganda, rwanda and tanzania | Advanta Africa

    Best bulk sms provider in kenya, uganda, rwanda and tanzania | Advanta Africa

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    advantaafrica

    June 16, 2025 05:30 AM

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    Advanta is the best bulk SMS provider in Kenya, offering businesses an effective platform to reach their audience with high delivery rates and reliable services. Whether you need bulk SMS messages in Kenya or reliable messaging solutions in other East African countries, Advanta ensures high-quality service and seamless communication for businesses of all sizes. With its top-tier solutions, Advanta also stands as the best bulk SMS provider in Uganda, ensuring seamless communication through personalized and automated SMS campaigns. Expanding its reach across East Africa, Advanta is the top bulk SMS company in Rwanda, delivering tailored services for businesses to boost customer engagement and increase conversions. For companies in Rwanda seeking efficient communication, Advanta's bulk SMS services in Rwanda are second to none, providing cost-effective and timely solutions. Additionally, Advanta is a leading bulk SMS provider in Tanzania, offering businesses in the region advanced features that support both marketing and transactional messages. With robust bulk SMS services in Tanzania, Advanta helps businesses deliver targeted campaigns and maintain strong customer relationships across the country.
    #best #bulk #sms #provider #kenya
    Best bulk sms provider in kenya, uganda, rwanda and tanzania | Advanta Africa
    Best bulk sms provider in kenya, uganda, rwanda and tanzania | Advanta Africa Started by advantaafrica June 16, 2025 05:30 AM 0 comments, last by advantaafrica 2 hours, 45 minutes ago Author Advanta is the best bulk SMS provider in Kenya, offering businesses an effective platform to reach their audience with high delivery rates and reliable services. Whether you need bulk SMS messages in Kenya or reliable messaging solutions in other East African countries, Advanta ensures high-quality service and seamless communication for businesses of all sizes. With its top-tier solutions, Advanta also stands as the best bulk SMS provider in Uganda, ensuring seamless communication through personalized and automated SMS campaigns. Expanding its reach across East Africa, Advanta is the top bulk SMS company in Rwanda, delivering tailored services for businesses to boost customer engagement and increase conversions. For companies in Rwanda seeking efficient communication, Advanta's bulk SMS services in Rwanda are second to none, providing cost-effective and timely solutions. Additionally, Advanta is a leading bulk SMS provider in Tanzania, offering businesses in the region advanced features that support both marketing and transactional messages. With robust bulk SMS services in Tanzania, Advanta helps businesses deliver targeted campaigns and maintain strong customer relationships across the country. #best #bulk #sms #provider #kenya
    Best bulk sms provider in kenya, uganda, rwanda and tanzania | Advanta Africa
    Best bulk sms provider in kenya, uganda, rwanda and tanzania | Advanta Africa Started by advantaafrica June 16, 2025 05:30 AM 0 comments, last by advantaafrica 2 hours, 45 minutes ago Author Advanta is the best bulk SMS provider in Kenya, offering businesses an effective platform to reach their audience with high delivery rates and reliable services. Whether you need bulk SMS messages in Kenya or reliable messaging solutions in other East African countries, Advanta ensures high-quality service and seamless communication for businesses of all sizes. With its top-tier solutions, Advanta also stands as the best bulk SMS provider in Uganda, ensuring seamless communication through personalized and automated SMS campaigns. Expanding its reach across East Africa, Advanta is the top bulk SMS company in Rwanda, delivering tailored services for businesses to boost customer engagement and increase conversions. For companies in Rwanda seeking efficient communication, Advanta's bulk SMS services in Rwanda are second to none, providing cost-effective and timely solutions. Additionally, Advanta is a leading bulk SMS provider in Tanzania, offering businesses in the region advanced features that support both marketing and transactional messages. With robust bulk SMS services in Tanzania, Advanta helps businesses deliver targeted campaigns and maintain strong customer relationships across the country.
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  • Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more

    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
    #game #dev #digest #issue #design
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article. #game #dev #digest #issue #design
    GAMEDEV.NET
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game (unlike horror, which I still think everyone should at least one). But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a fresh (if gruesome) twist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity [Full Tutorial] - Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline (HDRP), along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence (v2): Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.[You can find it on Steam]Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
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  • Does anyone have any ideas?

    Author

    I am soon going to create my first-ever RPG video game! However, I need ideas and I suck at makig origional ones! Does anyone know any ideas I can make, as well as the cost? I'm all ears! You can also set your ideas in the form.

    Imho, don't bother with original ideas. Just the process of making the first game is enough problems already.
    #does #anyone #have #any #ideas
    Does anyone have any ideas?
    Author I am soon going to create my first-ever RPG video game! However, I need ideas and I suck at makig origional ones! Does anyone know any ideas I can make, as well as the cost? I'm all ears! You can also set your ideas in the form. Imho, don't bother with original ideas. Just the process of making the first game is enough problems already. #does #anyone #have #any #ideas
    Does anyone have any ideas?
    Author I am soon going to create my first-ever RPG video game! However, I need ideas and I suck at makig origional ones! Does anyone know any ideas I can make, as well as the cost? I'm all ears! You can also set your ideas in the form.https://forms.gle/aMJV8y4nfd7xy8sh9 Imho, don't bother with original ideas. Just the process of making the first game is enough problems already.
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  • Overlapping vertices?

    Author

    Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on. But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards!

    Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place.

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    It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lightinginstead smooth shadingDividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain.
    Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily.

    Author

    Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards!

    That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping. 

    Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have. Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters.
    My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation. 
    #overlapping #vertices
    Overlapping vertices?
    Author Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on. But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards! Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place. Advertisement It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lightinginstead smooth shadingDividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain. Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily. Author Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards! That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping.  Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have. Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters. My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation.  #overlapping #vertices
    Overlapping vertices?
    Author Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on (so no restributing, don't wanna rip of talented artists and using existing meshes form games due to cost). But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards! Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place. Advertisement It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lighting (e.g. cube) instead smooth shading (e.g. sphere)Dividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain. Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily. Author Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards! That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping.  Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have (e.g. accidental corruption of UV coordinates or merging of material groups). Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters. My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation. 
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  • Gun X Lock and Load Zombie Survival

    Gun X Lock and Load Zombie Survival

    posted in GunX Lock and Load

    Published June 06, 2025

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    Gun X: Lock. Load. Survive.Step into the boots of a true gunslinger in Gun X, the ultimate VR shooter that fuses tactical realism with explosive action. Master the art of gun assembly under pressure, engage in intense PvP duels, and hold your ground against relentless waves of zombies. Every match tests your reflexes, precision, and survival instincts. Key Features:Realistic gun assembly and reloading mechanicsFast-paced 1v1 PvP battlesHeart-pounding Zombie Survival ModeSkill-based gun progression — unlock and purchase new weapons as you level upDesigned exclusively for Meta Quest 2, Quest 3, and Quest ProWhether you're a competitive player or a survival enthusiast, Gun X throws you into a high-stakes battlefield where speed, accuracy, and gun knowledge are your only allies.Are you ready to lock and load?Get the App from Meta Store : GET IT NOW

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    #gun #lock #load #zombie #survival
    Gun X Lock and Load Zombie Survival
    Gun X Lock and Load Zombie Survival posted in GunX Lock and Load Published June 06, 2025 Advertisement Gun X: Lock. Load. Survive.Step into the boots of a true gunslinger in Gun X, the ultimate VR shooter that fuses tactical realism with explosive action. Master the art of gun assembly under pressure, engage in intense PvP duels, and hold your ground against relentless waves of zombies. Every match tests your reflexes, precision, and survival instincts.🔫 Key Features:Realistic gun assembly and reloading mechanicsFast-paced 1v1 PvP battlesHeart-pounding Zombie Survival ModeSkill-based gun progression — unlock and purchase new weapons as you level upDesigned exclusively for Meta Quest 2, Quest 3, and Quest ProWhether you're a competitive player or a survival enthusiast, Gun X throws you into a high-stakes battlefield where speed, accuracy, and gun knowledge are your only allies.Are you ready to lock and load?Get the App from Meta Store : GET IT NOW Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up! #gun #lock #load #zombie #survival
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    Gun X Lock and Load Zombie Survival
    Gun X Lock and Load Zombie Survival posted in GunX Lock and Load Published June 06, 2025 Advertisement Gun X: Lock. Load. Survive.Step into the boots of a true gunslinger in Gun X, the ultimate VR shooter that fuses tactical realism with explosive action. Master the art of gun assembly under pressure, engage in intense PvP duels, and hold your ground against relentless waves of zombies. Every match tests your reflexes, precision, and survival instincts.🔫 Key Features:Realistic gun assembly and reloading mechanicsFast-paced 1v1 PvP battlesHeart-pounding Zombie Survival ModeSkill-based gun progression — unlock and purchase new weapons as you level upDesigned exclusively for Meta Quest 2, Quest 3, and Quest ProWhether you're a competitive player or a survival enthusiast, Gun X throws you into a high-stakes battlefield where speed, accuracy, and gun knowledge are your only allies.Are you ready to lock and load?Get the App from Meta Store : GET IT NOW Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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  • Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources

    Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources

    Published June 02, 2025

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    We are pleased to announce the release of Matali Physics 6.9, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.9 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents physics-driven, completely dynamic light sources, real-time object scaling with destruction, lighting model simulating global illuminationin some aspects, comprehensive support for Wayland on Linux, improved simulation of stacked objects, improved physics-based photo mode, introduces optimizations for Steam Deck portable gaming console and Linux as well as provides a refreshed Matali Physics Game demo. What is Matali Physics?Matali Physics is an advanced, modern, multi-platform, high-performance 3d physics environment intended for games, VR, AR, physics-based simulations and robotics. Matali Physics consists of the advanced 3d physics engine Matali Physics Core and other physics-driven modules that all together provide comprehensive simulation of physical phenomena and physics-based modeling of both real and imaginary objects.What's new in version 6.9?Physics-driven, completely dynamic light sources. The introduced solution allows for processing hundreds of movable, long-range and shadow-casting light sources, where with each source can be assigned logic that controls its behavior, changes light parameters, volumetric effects parameters and others;Real-time object scaling with destruction. All groups of physics objects and groups of physics objects with constraints may be subject to destruction process during real-time scaling, allowing group members to break off at different sizes;Lighting model simulating global illuminationin some aspects. Based on own research and development work, processed in real time, ready for dynamic scenes, fast on mobile devices, not based on lightmaps, light probes, baked lights, etc.;Comprehensive support for Wayland on Linux. The latest version allows Matali Physics SDK users to create advanced, high-performance, physics-based, Vulkan-based games for modern Linux distributions where Wayland is the main display server protocol;Other improvements and fixes which complete list is available on the History webpage.What platforms does Matali Physics support?AndroidAndroid TV*BSDiOSiPadOSLinuxmacOSSteam DecktvOSUWPWindowsWhat are the benefits of using Matali Physics?Physics simulation, graphics, sound and music integrated into one total multimedia solution where creating complex interactions and behaviors is common and relatively easyComposed of dedicated modules that do not require additional licences and feesSupports fully dynamic and destructible scenesSupports physics-based behavioral animationsSupports physical AI, object motion and state change controlSupports physics-based GUISupports physics-based particle effectsSupports multi-scene physics simulation and scene combiningSupports physics-based photo modeSupports physics-driven soundSupports physics-driven musicSupports debug visualizationFully serializable and deserializableAvailable for all major mobile, desktop and TV platformsNew features on requestDedicated technical supportRegular updates and fixesIf you have questions related to the latest version and the use of Matali Physics environment as a game creation solution, please do not hesitate to contact us. 

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    #matali #physics #presents #physicsdriven #completely
    Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources
    Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources Published June 02, 2025 Advertisement We are pleased to announce the release of Matali Physics 6.9, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.9 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents physics-driven, completely dynamic light sources, real-time object scaling with destruction, lighting model simulating global illuminationin some aspects, comprehensive support for Wayland on Linux, improved simulation of stacked objects, improved physics-based photo mode, introduces optimizations for Steam Deck portable gaming console and Linux as well as provides a refreshed Matali Physics Game demo. What is Matali Physics?Matali Physics is an advanced, modern, multi-platform, high-performance 3d physics environment intended for games, VR, AR, physics-based simulations and robotics. Matali Physics consists of the advanced 3d physics engine Matali Physics Core and other physics-driven modules that all together provide comprehensive simulation of physical phenomena and physics-based modeling of both real and imaginary objects.What's new in version 6.9?Physics-driven, completely dynamic light sources. The introduced solution allows for processing hundreds of movable, long-range and shadow-casting light sources, where with each source can be assigned logic that controls its behavior, changes light parameters, volumetric effects parameters and others;Real-time object scaling with destruction. All groups of physics objects and groups of physics objects with constraints may be subject to destruction process during real-time scaling, allowing group members to break off at different sizes;Lighting model simulating global illuminationin some aspects. Based on own research and development work, processed in real time, ready for dynamic scenes, fast on mobile devices, not based on lightmaps, light probes, baked lights, etc.;Comprehensive support for Wayland on Linux. The latest version allows Matali Physics SDK users to create advanced, high-performance, physics-based, Vulkan-based games for modern Linux distributions where Wayland is the main display server protocol;Other improvements and fixes which complete list is available on the History webpage.What platforms does Matali Physics support?AndroidAndroid TV*BSDiOSiPadOSLinuxmacOSSteam DecktvOSUWPWindowsWhat are the benefits of using Matali Physics?Physics simulation, graphics, sound and music integrated into one total multimedia solution where creating complex interactions and behaviors is common and relatively easyComposed of dedicated modules that do not require additional licences and feesSupports fully dynamic and destructible scenesSupports physics-based behavioral animationsSupports physical AI, object motion and state change controlSupports physics-based GUISupports physics-based particle effectsSupports multi-scene physics simulation and scene combiningSupports physics-based photo modeSupports physics-driven soundSupports physics-driven musicSupports debug visualizationFully serializable and deserializableAvailable for all major mobile, desktop and TV platformsNew features on requestDedicated technical supportRegular updates and fixesIf you have questions related to the latest version and the use of Matali Physics environment as a game creation solution, please do not hesitate to contact us.  Cancel 0 likes 0 comments Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up! #matali #physics #presents #physicsdriven #completely
    Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources
    Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources Published June 02, 2025 Advertisement We are pleased to announce the release of Matali Physics 6.9, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.9 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents physics-driven, completely dynamic light sources, real-time object scaling with destruction, lighting model simulating global illumination (GI) in some aspects, comprehensive support for Wayland on Linux, improved simulation of stacked objects, improved physics-based photo mode, introduces optimizations for Steam Deck portable gaming console and Linux as well as provides a refreshed Matali Physics Game demo. What is Matali Physics?Matali Physics is an advanced, modern, multi-platform, high-performance 3d physics environment intended for games, VR, AR, physics-based simulations and robotics. Matali Physics consists of the advanced 3d physics engine Matali Physics Core and other physics-driven modules that all together provide comprehensive simulation of physical phenomena and physics-based modeling of both real and imaginary objects.What's new in version 6.9?Physics-driven, completely dynamic light sources. The introduced solution allows for processing hundreds of movable, long-range and shadow-casting light sources, where with each source can be assigned logic that controls its behavior, changes light parameters, volumetric effects parameters and others;Real-time object scaling with destruction. All groups of physics objects and groups of physics objects with constraints may be subject to destruction process during real-time scaling, allowing group members to break off at different sizes;Lighting model simulating global illumination (GI) in some aspects. Based on own research and development work, processed in real time, ready for dynamic scenes, fast on mobile devices, not based on lightmaps, light probes, baked lights, etc.;Comprehensive support for Wayland on Linux. The latest version allows Matali Physics SDK users to create advanced, high-performance, physics-based, Vulkan-based games for modern Linux distributions where Wayland is the main display server protocol;Other improvements and fixes which complete list is available on the History webpage.What platforms does Matali Physics support?AndroidAndroid TV*BSDiOSiPadOSLinux (distributions)macOSSteam DecktvOSUWP (Desktop, Xbox Series X/S)Windows (Classic, GDK, Handheld consoles)What are the benefits of using Matali Physics?Physics simulation, graphics, sound and music integrated into one total multimedia solution where creating complex interactions and behaviors is common and relatively easyComposed of dedicated modules that do not require additional licences and feesSupports fully dynamic and destructible scenesSupports physics-based behavioral animationsSupports physical AI, object motion and state change controlSupports physics-based GUISupports physics-based particle effectsSupports multi-scene physics simulation and scene combiningSupports physics-based photo modeSupports physics-driven soundSupports physics-driven musicSupports debug visualizationFully serializable and deserializableAvailable for all major mobile, desktop and TV platformsNew features on requestDedicated technical supportRegular updates and fixesIf you have questions related to the latest version and the use of Matali Physics environment as a game creation solution, please do not hesitate to contact us.  Cancel Save 0 likes 0 comments Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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  • Lockin Company and AFI Sign MOU for Cooperation in the Game Industry

    Lockin Company and AFI Sign MOU for Cooperation in the Game Industry

    posted in LIAPP Blog

    Published June 05, 2025

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    - Mutual synergy between mobile app security global service ‘Liapp’ and game server service ‘BACKND’- Mutual cooperation for expanding the game ecosystemMobile app security global service company Lockin Companyand AFIannounced on the 22nd that they signed a business agreementfor cooperation in the game industry.Lockin Companyprovides advanced mobile app security technologies such as code obfuscation, debugging detection and prevention, rooting detection, and hacking tool detection through its service ‘LIAPP’ provided in the form of SaaS. In addition, AFIprovides an all-in-one game server solution from development to operation through its solution ‘BACKND’ and provides a wide range of game server functions without platform restrictions, from mobile games to PCs and consoles. Through these two, game developers can focus more on game development and services without worrying about security and servers.This agreement was made to promote various cooperation for joint growth in the game industry based on the mutual strengths of ‘LIAPP, which focuses on security services, and ‘BACKND’, which focuses on all-in-one game server services. The two companies plan to cooperate in major areas such as ▲ actively cooperating with domestic game companies’ entry into global services, ▲ discovering game developers and expanding the network of indie game developers, and ▲ improving game industry data analysis and security services. Through this cooperation, ‘Lockin Company’ will support the developer network secured from a security service perspective, and ‘AFI’ will support game industry customers and personnel using the all-in-one game server service, and they will cooperate with each other to expand the game ecosystem.Established in 2013, Lockin Company is a specialized mobile app security solution company that provides global security services in various fields such as mobile games, finance, e-commerce, and fintech. ‘Liapp’, a global mobile app security service, provides security to over 2,000 app services in 23 countries at home and abroad, and continues to grow in the global market.BACKND provides over 30 functions specialized for games and even an operating console after launch. Developers can easily build game servers without having to develop game servers using Backend. Backend started its service in 2018, and as of May 2025, the number of service users has exceeded 5,900, showing rapid growth, and is accelerating business expansion such as developing new world functions that can implement MMO and global advancement.Learn more at the LIAPP website : Liapp.lockincomp.com

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    #lockin #company #afi #sign #mou
    Lockin Company and AFI Sign MOU for Cooperation in the Game Industry
    Lockin Company and AFI Sign MOU for Cooperation in the Game Industry posted in LIAPP Blog Published June 05, 2025 Advertisement - Mutual synergy between mobile app security global service ‘Liapp’ and game server service ‘BACKND’- Mutual cooperation for expanding the game ecosystemMobile app security global service company Lockin Companyand AFIannounced on the 22nd that they signed a business agreementfor cooperation in the game industry.Lockin Companyprovides advanced mobile app security technologies such as code obfuscation, debugging detection and prevention, rooting detection, and hacking tool detection through its service ‘LIAPP’ provided in the form of SaaS. In addition, AFIprovides an all-in-one game server solution from development to operation through its solution ‘BACKND’ and provides a wide range of game server functions without platform restrictions, from mobile games to PCs and consoles. Through these two, game developers can focus more on game development and services without worrying about security and servers.This agreement was made to promote various cooperation for joint growth in the game industry based on the mutual strengths of ‘LIAPP, which focuses on security services, and ‘BACKND’, which focuses on all-in-one game server services. The two companies plan to cooperate in major areas such as ▲ actively cooperating with domestic game companies’ entry into global services, ▲ discovering game developers and expanding the network of indie game developers, and ▲ improving game industry data analysis and security services. Through this cooperation, ‘Lockin Company’ will support the developer network secured from a security service perspective, and ‘AFI’ will support game industry customers and personnel using the all-in-one game server service, and they will cooperate with each other to expand the game ecosystem.Established in 2013, Lockin Company is a specialized mobile app security solution company that provides global security services in various fields such as mobile games, finance, e-commerce, and fintech. ‘Liapp’, a global mobile app security service, provides security to over 2,000 app services in 23 countries at home and abroad, and continues to grow in the global market.BACKND provides over 30 functions specialized for games and even an operating console after launch. Developers can easily build game servers without having to develop game servers using Backend. Backend started its service in 2018, and as of May 2025, the number of service users has exceeded 5,900, showing rapid growth, and is accelerating business expansion such as developing new world functions that can implement MMO and global advancement.Learn more at the LIAPP website : Liapp.lockincomp.com Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up! #lockin #company #afi #sign #mou
    Lockin Company and AFI Sign MOU for Cooperation in the Game Industry
    Lockin Company and AFI Sign MOU for Cooperation in the Game Industry posted in LIAPP Blog Published June 05, 2025 Advertisement - Mutual synergy between mobile app security global service ‘Liapp’ and game server service ‘BACKND’- Mutual cooperation for expanding the game ecosystemMobile app security global service company Lockin Company (CEO Choi Myung-kyu) and AFI (AFI, CEO Kwon Oh-hyun) announced on the 22nd that they signed a business agreement (MOU) for cooperation in the game industry.Lockin Company (CEO Choi Myung-kyu) provides advanced mobile app security technologies such as code obfuscation, debugging detection and prevention, rooting detection, and hacking tool detection through its service ‘LIAPP’ provided in the form of SaaS (software as a Service). In addition, AFI (CEO Kwon Oh-hyun) provides an all-in-one game server solution from development to operation through its solution ‘BACKND’ and provides a wide range of game server functions without platform restrictions, from mobile games to PCs and consoles. Through these two, game developers can focus more on game development and services without worrying about security and servers.This agreement was made to promote various cooperation for joint growth in the game industry based on the mutual strengths of ‘LIAPP, which focuses on security services, and ‘BACKND’, which focuses on all-in-one game server services. The two companies plan to cooperate in major areas such as ▲ actively cooperating with domestic game companies’ entry into global services, ▲ discovering game developers and expanding the network of indie game developers, and ▲ improving game industry data analysis and security services. Through this cooperation, ‘Lockin Company’ will support the developer network secured from a security service perspective, and ‘AFI’ will support game industry customers and personnel using the all-in-one game server service, and they will cooperate with each other to expand the game ecosystem.Established in 2013, Lockin Company is a specialized mobile app security solution company that provides global security services in various fields such as mobile games, finance, e-commerce, and fintech. ‘Liapp’, a global mobile app security service, provides security to over 2,000 app services in 23 countries at home and abroad, and continues to grow in the global market.BACKND provides over 30 functions specialized for games and even an operating console after launch. Developers can easily build game servers without having to develop game servers using Backend. Backend started its service in 2018, and as of May 2025, the number of service users has exceeded 5,900, showing rapid growth, and is accelerating business expansion such as developing new world functions that can implement MMO and global advancement.Learn more at the LIAPP website : Liapp.lockincomp.com Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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  • Structuring Actions in Utility AI

    Author

    I'm building a grid turn-based game, and I have a couple of questions about Utility AI that I can't wrap my head around for a couple of weeks.Suppose we have a unit that can move X tiles and attack in melee range. I want an AI controller to enumerate all possible targets for this melee attack and score them.- Are "move" and "attack" two separate decisions, or is it one decision that does both the movement and the attack?- If they are separate decisions, then how can a decision to move consider a melee target? The option is to copy all of the considerations from the "melee" decision to the "move", but it feels bad.- If they are a single decision, how to reuse it if, let's say, I have another unit that knows how to teleport instead of how to move?My question boils down to this: where is the reasonable edge when I want to make some sequence of actions a single decision or a couple of decisions?
    #structuring #actions #utility
    Structuring Actions in Utility AI
    Author I'm building a grid turn-based game, and I have a couple of questions about Utility AI that I can't wrap my head around for a couple of weeks.Suppose we have a unit that can move X tiles and attack in melee range. I want an AI controller to enumerate all possible targets for this melee attack and score them.- Are "move" and "attack" two separate decisions, or is it one decision that does both the movement and the attack?- If they are separate decisions, then how can a decision to move consider a melee target? The option is to copy all of the considerations from the "melee" decision to the "move", but it feels bad.- If they are a single decision, how to reuse it if, let's say, I have another unit that knows how to teleport instead of how to move?My question boils down to this: where is the reasonable edge when I want to make some sequence of actions a single decision or a couple of decisions? #structuring #actions #utility
    Structuring Actions in Utility AI
    Author I'm building a grid turn-based game, and I have a couple of questions about Utility AI that I can't wrap my head around for a couple of weeks.Suppose we have a unit that can move X tiles and attack in melee range. I want an AI controller to enumerate all possible targets for this melee attack and score them.- Are "move" and "attack" two separate decisions, or is it one decision that does both the movement and the attack?- If they are separate decisions, then how can a decision to move consider a melee target? The option is to copy all of the considerations from the "melee" decision to the "move", but it feels bad.- If they are a single decision, how to reuse it if, let's say, I have another unit that knows how to teleport instead of how to move?My question boils down to this: where is the reasonable edge when I want to make some sequence of actions a single decision or a couple of decisions?
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  • Stockfish GPLV3 in commercial apps

    Author

    Hi,
    I've downloaded a recent android app called NCM - Next Chess Move and it states that it uses stockfish on the device. I've did some digging up and it seems it's true, it's calculating moves even when the internet is off,Being interested in chess and studies this in the past I though then , because of the licensing for Stockfish, the source code for this app must be public right ? And if that is the case, any way I could find the source code for this app ?The license for Stockfish is GPLv3. 

    Author

    I'm  interested in this since I've been toying with the idea of creating a closed source 3D chess game and would be so much better to use Stockfish locally than on a server. Can anyone point in the right direction, please ? 

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    The author of NCM should be able to point you in the right direction

    Note that GPL affects all software around it. If you combine it with other software, the other software then carries the GPL license as well.In other words you cannot leverage GPL software and wrap it in closed source without also publishing the code of the closed source.

    It's tricky. There are ways to mix GPL and non-GPL software, but it needs a good lawyer who is comfortable with software generally and the nuance of the GPL specifically.It is tricky but possible to build up non-free tools and software that rely heavily on F/OSS systems, including GPL systems. For example, they might build a standalone chess engine and release the engine portions and interface under the terms of the GPL, and also have their UI and front-end that interfaces with it which they sell. There would need to be a clear, clean break between them, but it is possible to do and has been done on a few projects.I don't see them under an LGPL license, but those are similarly able to co-exist with proper lawyer involvement. Companies like EA have a page where they distribute the libraries with source and the implementation changes they made.

    Author

    Is it possible then to use Stockfish:
    1. On a server and distribute the server code ?2. Build a binary framework, link to that and only distribute the binary framework if building an app with it ?

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    I am not a lawyer and cannot answer if any specific way is sufficient to avoid a lawsuit.The license is trying very hard to make it impossible to use the software in a non-free/open source context.  If you want to do it anyway and be legally safe, talk to a lawyer.Alternatively, don't go there.

    Yup, it's generally best to be 100% in or 100% out unless you have careful legal reviews by experienced lawyers. Working with GPL, release it all GPL and you are safe. Not touching anything with GPL, release it without source as a proprietary system and you are safe. It is possible to mix them, but only when you have lawyers involved asking difficult questions about the details. No lawyers, don't mix it. 

    GPL does not demand you reveal source code when the program is only interacted with over the internet. It only demands you publish the entire source code to the person whose machine it is running on, basically. Also, as soon as you use a GPL component in a project, the entire project needs to be GPL, but you may use sub-components in the parent project that are non-GPL. But the overall parent project must be under a GPL license.If you want a GPL license that also enforces the open-sourcing when interacted with over the network, choose AGPL. You can use GPL dependencies in an AGPL parent project, but you cannot use AGPL dependencies in a GPL parent project. There is also the LGPL which is a bit less ideologically strict.
    #stockfish #gplv3 #commercial #apps
    Stockfish GPLV3 in commercial apps
    Author Hi, I've downloaded a recent android app called NCM - Next Chess Move and it states that it uses stockfish on the device. I've did some digging up and it seems it's true, it's calculating moves even when the internet is off,Being interested in chess and studies this in the past I though then , because of the licensing for Stockfish, the source code for this app must be public right ? And if that is the case, any way I could find the source code for this app ?The license for Stockfish is GPLv3.  Author I'm  interested in this since I've been toying with the idea of creating a closed source 3D chess game and would be so much better to use Stockfish locally than on a server. Can anyone point in the right direction, please ?  Advertisement The author of NCM should be able to point you in the right direction Note that GPL affects all software around it. If you combine it with other software, the other software then carries the GPL license as well.In other words you cannot leverage GPL software and wrap it in closed source without also publishing the code of the closed source. It's tricky. There are ways to mix GPL and non-GPL software, but it needs a good lawyer who is comfortable with software generally and the nuance of the GPL specifically.It is tricky but possible to build up non-free tools and software that rely heavily on F/OSS systems, including GPL systems. For example, they might build a standalone chess engine and release the engine portions and interface under the terms of the GPL, and also have their UI and front-end that interfaces with it which they sell. There would need to be a clear, clean break between them, but it is possible to do and has been done on a few projects.I don't see them under an LGPL license, but those are similarly able to co-exist with proper lawyer involvement. Companies like EA have a page where they distribute the libraries with source and the implementation changes they made. Author Is it possible then to use Stockfish: 1. On a server and distribute the server code ?2. Build a binary framework, link to that and only distribute the binary framework if building an app with it ? Advertisement I am not a lawyer and cannot answer if any specific way is sufficient to avoid a lawsuit.The license is trying very hard to make it impossible to use the software in a non-free/open source context.  If you want to do it anyway and be legally safe, talk to a lawyer.Alternatively, don't go there. Yup, it's generally best to be 100% in or 100% out unless you have careful legal reviews by experienced lawyers. Working with GPL, release it all GPL and you are safe. Not touching anything with GPL, release it without source as a proprietary system and you are safe. It is possible to mix them, but only when you have lawyers involved asking difficult questions about the details. No lawyers, don't mix it.  GPL does not demand you reveal source code when the program is only interacted with over the internet. It only demands you publish the entire source code to the person whose machine it is running on, basically. Also, as soon as you use a GPL component in a project, the entire project needs to be GPL, but you may use sub-components in the parent project that are non-GPL. But the overall parent project must be under a GPL license.If you want a GPL license that also enforces the open-sourcing when interacted with over the network, choose AGPL. You can use GPL dependencies in an AGPL parent project, but you cannot use AGPL dependencies in a GPL parent project. There is also the LGPL which is a bit less ideologically strict. #stockfish #gplv3 #commercial #apps
    Stockfish GPLV3 in commercial apps
    Author Hi, I've downloaded a recent android app called NCM - Next Chess Move and it states that it uses stockfish on the device. I've did some digging up and it seems it's true, it's calculating moves even when the internet is off,Being interested in chess and studies this in the past I though then , because of the licensing for Stockfish, the source code for this app must be public right ? And if that is the case, any way I could find the source code for this app ?The license for Stockfish is GPLv3.  Author I'm  interested in this since I've been toying with the idea of creating a closed source 3D chess game and would be so much better to use Stockfish locally than on a server. Can anyone point in the right direction, please ?  Advertisement The author of NCM should be able to point you in the right direction Note that GPL affects all software around it. If you combine it with other software, the other software then carries the GPL license as well.In other words you cannot leverage GPL software and wrap it in closed source without also publishing the code of the closed source. It's tricky. There are ways to mix GPL and non-GPL software, but it needs a good lawyer who is comfortable with software generally and the nuance of the GPL specifically.It is tricky but possible to build up non-free tools and software that rely heavily on F/OSS systems, including GPL systems. For example, they might build a standalone chess engine and release the engine portions and interface under the terms of the GPL, and also have their UI and front-end that interfaces with it which they sell. There would need to be a clear, clean break between them, but it is possible to do and has been done on a few projects.I don't see them under an LGPL license, but those are similarly able to co-exist with proper lawyer involvement. Companies like EA have a page where they distribute the libraries with source and the implementation changes they made. Author Is it possible then to use Stockfish: 1. On a server and distribute the server code ?2. Build a binary framework, link to that and only distribute the binary framework if building an app with it ? Advertisement I am not a lawyer and cannot answer if any specific way is sufficient to avoid a lawsuit.The license is trying very hard to make it impossible to use the software in a non-free/open source context.  If you want to do it anyway and be legally safe, talk to a lawyer.Alternatively, don't go there. Yup, it's generally best to be 100% in or 100% out unless you have careful legal reviews by experienced lawyers. Working with GPL, release it all GPL and you are safe. Not touching anything with GPL, release it without source as a proprietary system and you are safe. It is possible to mix them, but only when you have lawyers involved asking difficult questions about the details. No lawyers, don't mix it.  GPL does not demand you reveal source code when the program is only interacted with over the internet. It only demands you publish the entire source code to the person whose machine it is running on, basically (besides granting the right to run, modify, publish, and publish modified versions und the same license). Also, as soon as you use a GPL component in a project, the entire project needs to be GPL, but you may use sub-components in the parent project that are non-GPL (such as MIT). But the overall parent project must be under a GPL license.If you want a GPL license that also enforces the open-sourcing when interacted with over the network, choose AGPL. You can use GPL dependencies in an AGPL parent project, but you cannot use AGPL dependencies in a GPL parent project. There is also the LGPL which is a bit less ideologically strict.
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  • ⚔ Experienced studio looking for unique project (cost + revshare)

    Author

    Hey! I'm Sam from Mythcarver Games, a small and passionate dev studio from Canada, and we’re on the lookout for our next exciting project! Portfolio with some of our workWe partner with indie creatives, and while we can be ‘engineering muscles for hire’, the team is not just comprised of exceptional developers. We know the gaming business deeply, and collaborate closely with our partners to build successful games. We’ve delivered over 50 projects since 2017!What we do: Game Development: We focus on programming to build full games or jump in tactically where things get complex. Real Traction: We’ve helped run Kickstarter campaignsand land publishing deals. Extend Your Team: We’re senior-only devs, transparent, and with minimal overhead. We Understand the Indie Struggle: This is a paid engagement. We don’t charge Californian AAA rates and are open to cost + revshare deal if the fit is right.Serious about making your game? Say hi, we don't bite =] Discord: samgomes✉ 

    Hey Sam, thanks for sharing this. I've just checked out some of the work from Mythcarver; it's excellent stuff. The focus on senior-only devs and being open to flexible models like cost + revshare is definitely interesting, especially for smaller teams trying to scale up. I'm curious, how do you usually handle communication and project management when working with distributed indie teams?

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    Bonjour!!! I like your website art.
    #experienced #studio #looking #unique #project
    ⚔ Experienced studio looking for unique project (cost + revshare)
    Author Hey! I'm Sam from Mythcarver Games, a small and passionate dev studio from Canada, and we’re on the lookout for our next exciting project!📺 Portfolio with some of our workWe partner with indie creatives, and while we can be ‘engineering muscles for hire’, the team is not just comprised of exceptional developers. We know the gaming business deeply, and collaborate closely with our partners to build successful games. We’ve delivered over 50 projects since 2017!What we do:💻 Game Development: We focus on programming to build full games or jump in tactically where things get complex.📈 Real Traction: We’ve helped run Kickstarter campaignsand land publishing deals.🤝 Extend Your Team: We’re senior-only devs, transparent, and with minimal overhead.💪 We Understand the Indie Struggle: This is a paid engagement. We don’t charge Californian AAA rates and are open to cost + revshare deal if the fit is right.Serious about making your game? Say hi, we don't bite =]💬 Discord: samgomes✉  Hey Sam, thanks for sharing this. I've just checked out some of the work from Mythcarver; it's excellent stuff. The focus on senior-only devs and being open to flexible models like cost + revshare is definitely interesting, especially for smaller teams trying to scale up. I'm curious, how do you usually handle communication and project management when working with distributed indie teams? Advertisement Bonjour!!! I like your website art. #experienced #studio #looking #unique #project
    ⚔ Experienced studio looking for unique project (cost + revshare)
    Author Hey! I'm Sam from Mythcarver Games, a small and passionate dev studio from Canada, and we’re on the lookout for our next exciting project (Unity & Unreal)!📺 Portfolio with some of our workWe partner with indie creatives, and while we can be ‘engineering muscles for hire’, the team is not just comprised of exceptional developers. We know the gaming business deeply, and collaborate closely with our partners to build successful games. We’ve delivered over 50 projects since 2017!What we do:💻 Game Development (Unity & Unreal): We focus on programming to build full games or jump in tactically where things get complex.📈 Real Traction: We’ve helped run Kickstarter campaigns (over 4x the $ avg) and land publishing deals.🤝 Extend Your Team: We’re senior-only devs (7+ years exp avg), transparent, and with minimal overhead.💪 We Understand the Indie Struggle: This is a paid engagement. We don’t charge Californian AAA rates and are open to cost + revshare deal if the fit is right.Serious about making your game? Say hi, we don't bite =]💬 Discord: samgomes✉ [email protected]  Hey Sam, thanks for sharing this. I've just checked out some of the work from Mythcarver; it's excellent stuff. The focus on senior-only devs and being open to flexible models like cost + revshare is definitely interesting, especially for smaller teams trying to scale up. I'm curious, how do you usually handle communication and project management when working with distributed indie teams? Advertisement Bonjour!!! I like your website art.
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  • IMS Creators: UNREAL CSV export for UNREAL engine

    IMS Creators: UNREAL CSV export for UNREAL engine

    posted in IMS Creators
    for project IMS Creators

    Published May 31, 2025
    Imported

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    Hello everyone) Did you miss the hot news?) Day after tomorrow is the first day of SUMMER - vacation period Catch the hottest new items of this summer!!! They will turn your game development into a vacation , but only if you read the article So, you can expect: new data export formats for engines, interface improvements and pleasant bonuses when working with scripts.

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    #ims #creators #unreal #csv #export
    IMS Creators: UNREAL CSV export for UNREAL engine
    IMS Creators: UNREAL CSV export for UNREAL engine posted in IMS Creators for project IMS Creators Published May 31, 2025 Imported Advertisement Hello everyone) Did you miss the hot news?) Day after tomorrow is the first day of SUMMER 😎😎😎 - vacation period🏖️🏖️🏖️ Catch the hottest new items of this summer!!! They will turn your game development into a vacation 🧉🍹🧉, but only if you read the article😉 So, you can expect: new data export formats for engines, interface improvements and pleasant bonuses when working with scripts. Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up! #ims #creators #unreal #csv #export
    IMS Creators: UNREAL CSV export for UNREAL engine
    IMS Creators: UNREAL CSV export for UNREAL engine posted in IMS Creators for project IMS Creators Published May 31, 2025 Imported Advertisement Hello everyone) Did you miss the hot news?) Day after tomorrow is the first day of SUMMER 😎😎😎 - vacation period🏖️🏖️🏖️ Catch the hottest new items of this summer!!! They will turn your game development into a vacation 🧉🍹🧉, but only if you read the article😉 So, you can expect: new data export formats for engines (CSV and grouped JSON), interface improvements and pleasant bonuses when working with scripts.Read more Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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  • What Is the National Engineering Register and Why Should You Join?

    A Simple Guide for Engineers in AustraliaIf you're an engineer working in Australia or planning to start your engineering career here, you might have come across the National Engineering Register or NER. But what exactly is it, and why is it becoming so important for engineers across the country?In this article, we’ll break it down in plain language so you can understand what the NER Engineers Australia program is all about—and why joining the National Engineering Register could be a great move for your career.What Is the National Engineering Register?The National Engineering Registeris an official list of qualified and experienced engineers who meet professional standards in Australia. It is managed by Engineers Australia, which is the peak professional body for engineers in the country.Being on the NER means:You’ve been assessed and recognised as a competent, responsible engineer.Your name is listed in a public register, making it easy for employers and clients to find and trust you.You commit to ongoing learning and ethical professional conduct.Think of it as your professional badge that proves you are serious about your work.Who Are NER Engineers Australia?NER Engineers Australia are professionals who have gone through a formal review process and have been accepted onto the National Engineering Register. These engineers:Have a recognised qualification in engineeringHave at least five years of relevant work experienceShow continued professional developmentFollow a strict code of ethicsAre capable of taking full responsibility for their engineering workWhether you’re a civil, mechanical, electrical, structural, or software engineer, if you meet these criteria, you can become an NER-registered engineer.Why Should You Join the National Engineering Register?Here are the top reasons why joining the NER Engineers Australia program is worth your time and effort:1. Build Trust and CredibilityThe NER is managed by Engineers Australia, which is highly respected in both public and private sectors. If you’re listed on the National Engineering Register, it tells others that you:Meet national standards of engineering competenceHave up-to-date skillsFollow ethical and safety standardsAre a reliable professionalEmployers and clients are more likely to choose engineers they can trust—and NER status helps you stand out.2. Improve Your Career OpportunitiesMany companies in Australia prefer or even require engineers to be on the NER. In some cases, you can’t apply for government jobs, contracts, or senior roles unless you're NER-registered.Having NER Engineers Australia status can also:Help you get promotedIncrease your salary potentialMake you more competitive for tenders and projectsLet you work independently without supervision3. Open International DoorsThe National Engineering Register is recognised beyond Australia. If you're planning to work in countries like the UK, UAE, New Zealand, or parts of Asia, having NER credentials can help you meet their professional standards too.4.  Meet Legal RequirementsIn states like Queensland and Victoria, certain types of engineering work must be done by registered professionals. Being listed on the NER ensures you meet the legal standards and avoid penalties.5. Pathway to Chartered StatusIf you’re aiming to become a Chartered Professional Engineer, joining the NER is often the first step. The NER process prepares you to meet the same competency standards required for chartership.What Do You Need to Apply?To become one of the NER Engineers Australia, you’ll need: An engineering degreeAt least five years of relevant work experience Evidence of Continuing Professional Development A Competency Self-Assessment Two professional referees who can confirm your experience A signed ethics declarationYou can apply online through Engineers Australia. The process involves reviewing your documents and verifying your competencies.What If You Are from Overseas?If you studied or worked outside Australia, you can still apply. Many overseas-qualified engineers join the NER every year.However, you may first need to go through a Migration Skills Assessment to confirm your qualifications meet Australian standards.Once assessed, you can apply for the NER like any local engineer.Real-World ExampleLet’s say Rahul, a mechanical engineer from India, has been working in Australia for six years. He wants to apply for a senior position in a local council, but they require NER registration.Rahul submits his application to Engineers Australia with help from his previous supervisors as referees. After a successful review, he gets listed on the National Engineering Register.Now Rahul can confidently apply for senior roles and even start consulting work, knowing he’s recognised as a trusted professional.Quick Recap: Why Join NER Engineers Australia? BenefitWhat It Means for You Trusted Professional StatusBuilds credibility and shows you meet Australian standards Better Job OpportunitiesAccess more jobs, tenders, and promotions Legal ComplianceRequired in some states for regulated engineering work🛤 Step Toward ChartershipEasier path to CPEng or RPEQ status Global RecognitionAccepted in many countries worldwideFinal ThoughtsThe National Engineering Register is more than just a list—it’s a way to prove your value, grow your career, and gain professional respect. Whether you're early in your career or already experienced, joining the NER Engineers Australia community can take your engineering journey to the next level.It’s simple: if you’re a skilled, qualified, and responsible engineer, the NER helps you show that to the world.Ready to Take the First Step?You can apply for the National Engineering Register on the Engineers Australia website. If you need help preparing your documents, consider speaking with a professional or mentor familiar with the process.Invest in your future. Join the NER Engineers Australia community today and get recognised for the great work you do.
    #what #national #engineering #register #why
    What Is the National Engineering Register and Why Should You Join?
    A Simple Guide for Engineers in AustraliaIf you're an engineer working in Australia or planning to start your engineering career here, you might have come across the National Engineering Register or NER. But what exactly is it, and why is it becoming so important for engineers across the country?In this article, we’ll break it down in plain language so you can understand what the NER Engineers Australia program is all about—and why joining the National Engineering Register could be a great move for your career.What Is the National Engineering Register?The National Engineering Registeris an official list of qualified and experienced engineers who meet professional standards in Australia. It is managed by Engineers Australia, which is the peak professional body for engineers in the country.Being on the NER means:You’ve been assessed and recognised as a competent, responsible engineer.Your name is listed in a public register, making it easy for employers and clients to find and trust you.You commit to ongoing learning and ethical professional conduct.Think of it as your professional badge that proves you are serious about your work.Who Are NER Engineers Australia?NER Engineers Australia are professionals who have gone through a formal review process and have been accepted onto the National Engineering Register. These engineers:Have a recognised qualification in engineeringHave at least five years of relevant work experienceShow continued professional developmentFollow a strict code of ethicsAre capable of taking full responsibility for their engineering workWhether you’re a civil, mechanical, electrical, structural, or software engineer, if you meet these criteria, you can become an NER-registered engineer.Why Should You Join the National Engineering Register?Here are the top reasons why joining the NER Engineers Australia program is worth your time and effort:1. Build Trust and CredibilityThe NER is managed by Engineers Australia, which is highly respected in both public and private sectors. If you’re listed on the National Engineering Register, it tells others that you:Meet national standards of engineering competenceHave up-to-date skillsFollow ethical and safety standardsAre a reliable professionalEmployers and clients are more likely to choose engineers they can trust—and NER status helps you stand out.2. Improve Your Career OpportunitiesMany companies in Australia prefer or even require engineers to be on the NER. In some cases, you can’t apply for government jobs, contracts, or senior roles unless you're NER-registered.Having NER Engineers Australia status can also:Help you get promotedIncrease your salary potentialMake you more competitive for tenders and projectsLet you work independently without supervision3. Open International DoorsThe National Engineering Register is recognised beyond Australia. If you're planning to work in countries like the UK, UAE, New Zealand, or parts of Asia, having NER credentials can help you meet their professional standards too.4.  Meet Legal RequirementsIn states like Queensland and Victoria, certain types of engineering work must be done by registered professionals. Being listed on the NER ensures you meet the legal standards and avoid penalties.5. Pathway to Chartered StatusIf you’re aiming to become a Chartered Professional Engineer, joining the NER is often the first step. The NER process prepares you to meet the same competency standards required for chartership.What Do You Need to Apply?To become one of the NER Engineers Australia, you’ll need: An engineering degreeAt least five years of relevant work experience Evidence of Continuing Professional Development A Competency Self-Assessment Two professional referees who can confirm your experience A signed ethics declarationYou can apply online through Engineers Australia. The process involves reviewing your documents and verifying your competencies.What If You Are from Overseas?If you studied or worked outside Australia, you can still apply. Many overseas-qualified engineers join the NER every year.However, you may first need to go through a Migration Skills Assessment to confirm your qualifications meet Australian standards.Once assessed, you can apply for the NER like any local engineer.Real-World ExampleLet’s say Rahul, a mechanical engineer from India, has been working in Australia for six years. He wants to apply for a senior position in a local council, but they require NER registration.Rahul submits his application to Engineers Australia with help from his previous supervisors as referees. After a successful review, he gets listed on the National Engineering Register.Now Rahul can confidently apply for senior roles and even start consulting work, knowing he’s recognised as a trusted professional.Quick Recap: Why Join NER Engineers Australia? BenefitWhat It Means for You✅ Trusted Professional StatusBuilds credibility and shows you meet Australian standards📈 Better Job OpportunitiesAccess more jobs, tenders, and promotions⚖️ Legal ComplianceRequired in some states for regulated engineering work🛤 Step Toward ChartershipEasier path to CPEng or RPEQ status🌎 Global RecognitionAccepted in many countries worldwideFinal ThoughtsThe National Engineering Register is more than just a list—it’s a way to prove your value, grow your career, and gain professional respect. Whether you're early in your career or already experienced, joining the NER Engineers Australia community can take your engineering journey to the next level.It’s simple: if you’re a skilled, qualified, and responsible engineer, the NER helps you show that to the world.Ready to Take the First Step?You can apply for the National Engineering Register on the Engineers Australia website. If you need help preparing your documents, consider speaking with a professional or mentor familiar with the process.Invest in your future. Join the NER Engineers Australia community today and get recognised for the great work you do. #what #national #engineering #register #why
    What Is the National Engineering Register and Why Should You Join?
    A Simple Guide for Engineers in AustraliaIf you're an engineer working in Australia or planning to start your engineering career here, you might have come across the National Engineering Register or NER. But what exactly is it, and why is it becoming so important for engineers across the country?In this article, we’ll break it down in plain language so you can understand what the NER Engineers Australia program is all about—and why joining the National Engineering Register could be a great move for your career.What Is the National Engineering Register?The National Engineering Register (NER) is an official list of qualified and experienced engineers who meet professional standards in Australia. It is managed by Engineers Australia, which is the peak professional body for engineers in the country.Being on the NER means:You’ve been assessed and recognised as a competent, responsible engineer.Your name is listed in a public register, making it easy for employers and clients to find and trust you.You commit to ongoing learning and ethical professional conduct.Think of it as your professional badge that proves you are serious about your work.Who Are NER Engineers Australia?NER Engineers Australia are professionals who have gone through a formal review process and have been accepted onto the National Engineering Register. These engineers:Have a recognised qualification in engineeringHave at least five years of relevant work experienceShow continued professional development (CPD)Follow a strict code of ethicsAre capable of taking full responsibility for their engineering workWhether you’re a civil, mechanical, electrical, structural, or software engineer, if you meet these criteria, you can become an NER-registered engineer.Why Should You Join the National Engineering Register?Here are the top reasons why joining the NER Engineers Australia program is worth your time and effort:1. Build Trust and CredibilityThe NER is managed by Engineers Australia, which is highly respected in both public and private sectors. If you’re listed on the National Engineering Register, it tells others that you:Meet national standards of engineering competenceHave up-to-date skillsFollow ethical and safety standardsAre a reliable professionalEmployers and clients are more likely to choose engineers they can trust—and NER status helps you stand out.2. Improve Your Career OpportunitiesMany companies in Australia prefer or even require engineers to be on the NER. In some cases, you can’t apply for government jobs, contracts, or senior roles unless you're NER-registered.Having NER Engineers Australia status can also:Help you get promotedIncrease your salary potentialMake you more competitive for tenders and projectsLet you work independently without supervision3. Open International DoorsThe National Engineering Register is recognised beyond Australia. If you're planning to work in countries like the UK, UAE, New Zealand, or parts of Asia, having NER credentials can help you meet their professional standards too.4.  Meet Legal RequirementsIn states like Queensland and Victoria, certain types of engineering work must be done by registered professionals. Being listed on the NER ensures you meet the legal standards and avoid penalties.5. Pathway to Chartered StatusIf you’re aiming to become a Chartered Professional Engineer (CPEng), joining the NER is often the first step. The NER process prepares you to meet the same competency standards required for chartership.What Do You Need to Apply?To become one of the NER Engineers Australia, you’ll need: An engineering degree (Australian or internationally recognised)At least five years of relevant work experience Evidence of Continuing Professional Development (CPD) A Competency Self-Assessment Two professional referees who can confirm your experience A signed ethics declarationYou can apply online through Engineers Australia. The process involves reviewing your documents and verifying your competencies.What If You Are from Overseas?If you studied or worked outside Australia, you can still apply. Many overseas-qualified engineers join the NER every year.However, you may first need to go through a Migration Skills Assessment to confirm your qualifications meet Australian standards.Once assessed, you can apply for the NER like any local engineer.Real-World ExampleLet’s say Rahul, a mechanical engineer from India, has been working in Australia for six years. He wants to apply for a senior position in a local council, but they require NER registration.Rahul submits his application to Engineers Australia with help from his previous supervisors as referees. After a successful review, he gets listed on the National Engineering Register.Now Rahul can confidently apply for senior roles and even start consulting work, knowing he’s recognised as a trusted professional.Quick Recap: Why Join NER Engineers Australia? BenefitWhat It Means for You✅ Trusted Professional StatusBuilds credibility and shows you meet Australian standards📈 Better Job OpportunitiesAccess more jobs, tenders, and promotions⚖️ Legal ComplianceRequired in some states for regulated engineering work🛤 Step Toward ChartershipEasier path to CPEng or RPEQ status🌎 Global RecognitionAccepted in many countries worldwideFinal ThoughtsThe National Engineering Register is more than just a list—it’s a way to prove your value, grow your career, and gain professional respect. Whether you're early in your career or already experienced, joining the NER Engineers Australia community can take your engineering journey to the next level.It’s simple: if you’re a skilled, qualified, and responsible engineer, the NER helps you show that to the world.Ready to Take the First Step?You can apply for the National Engineering Register on the Engineers Australia website. If you need help preparing your documents, consider speaking with a professional or mentor familiar with the process.Invest in your future. Join the NER Engineers Australia community today and get recognised for the great work you do.
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  • Web

    Author

    When you google something what is displayed isn’t the result of a real time crawling. When a google bot visits a website all the pages making the site tree get downloaded to the search engine server. The search engine server checks the downloaded site main page HTML code. If links are found the bot will check if they link  to the main page server if they do those pages will get downloaded too. The code surrounding the links should be well formated to make them crawling friendlyStrict order is not required in the remaining sections of the site. Is this close?

    Calin said:The code surrounding the links should be well formated to make them crawling friendlyStrict order is not required in the remaining sections of the site. Is this close?Formatting makes no difference at all. The HTML standards at w3.orgdefine the shape of a link, and in fact everything in everyhtml page at the world. The server has implementations that understand those standards, and can thus extract any link from anyhtml page.Besides valid html pages there are also many non-valid html pages. There are code libraries for such pages as well in an attempt to extract useful information from it anyway. One such implementation is BeautifulSoup for Python, although I never used it. No doubt there are others.

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    Author

    Ok I get it, it’s one thing what’s posible and something else what should be done.

    What “should” be done varies, and what sites implement may exist in many different ways.Most modern web pages aren't simple HTML. They only have enough HTML to wrap the script tags to trigger JavaScript which is linked and loaded from a different page. The script infrastructure connects to server, runs a bunch of background requests, picks up the article or news story or content from the back end database, transmits a bunch of fingerprinting information to uniquely identify your broswer, loads a bunch of ads, and overall modifies the DOMthat is ultimately what's displayed. If you turn off all Javascript and try to load many sites like news sites, you'll either get a visibly blank page or nothing more than a header and footer. The actual body contains little more than a collection of div and anchor tags that the script modifies into a human-usable page.The reasons for doing it that way vary. Some are there because they're trying to turn the web page into a programmed application rather than flat content. Many are to get around the fact that caching proxies and corporate tools interfere with their metrics and the data needed for their advertising information. A few are used to detect bots, change how the website gets scraped by bots, or to mitigate automated attacks like DDOS attacks. Sites like Cloudflare wrap the entire web page up requiring scripts to run for any access at all.
    Although URLs are theoretically free from time constraints, many systems generate them through data-driven means and the internal links used by the scripting systems are only valid for a short time. It's a way many sites like Facebook or Reddit or YouTube or TikTok keep their walled garden in place. Direct links to specific items keep working but the feed is algorithmic, always displaying whatever it is they want to push out to users uniquely.  The main links can't be easily indexed, archived, or automated because they're constantly shifting around what the servers provide.

    Calin said:The code surrounding the links should be well formated to make them crawling friendlyNo, nice formatting is done only by web devs for themselves, so they can read their code.A bot will ignore formatting and also visual style.It's maybe worth noting that most html code is actually generated from other code, and not manually written.For example php code on the server generates html code from a link, where the link contains parameters controling what the php script should do. E.g. a link with page number may look like ‘www.blah.com?p=15’. The php script may then also access a data base to get desired text and images for page 15, and generate the final html code for the client browser to display.Contrary, Javascript is not run on the server, but on the client browser. It can thus make a realtime webgame for example, or decorative animations, implementing a media player, etc. It can modify the html code, e.g. changing a number so the animation is displayed. It can also communicate with the server to implement things like a webshop and payment system.Both php and JS are extremely flexible compared to C++. You can do anything, e.g. adding a new member variable to a class instance at runtime. Totally nuts and horrible. : ) 
    #web
    Web
    Author When you google something what is displayed isn’t the result of a real time crawling. When a google bot visits a website all the pages making the site tree get downloaded to the search engine server. The search engine server checks the downloaded site main page HTML code. If links are found the bot will check if they link  to the main page server if they do those pages will get downloaded too. The code surrounding the links should be well formated to make them crawling friendlyStrict order is not required in the remaining sections of the site. Is this close? Calin said:The code surrounding the links should be well formated to make them crawling friendlyStrict order is not required in the remaining sections of the site. Is this close?Formatting makes no difference at all. The HTML standards at w3.orgdefine the shape of a link, and in fact everything in everyhtml page at the world. The server has implementations that understand those standards, and can thus extract any link from anyhtml page.Besides valid html pages there are also many non-valid html pages. There are code libraries for such pages as well in an attempt to extract useful information from it anyway. One such implementation is BeautifulSoup for Python, although I never used it. No doubt there are others. Advertisement Author Ok I get it, it’s one thing what’s posible and something else what should be done. What “should” be done varies, and what sites implement may exist in many different ways.Most modern web pages aren't simple HTML. They only have enough HTML to wrap the script tags to trigger JavaScript which is linked and loaded from a different page. The script infrastructure connects to server, runs a bunch of background requests, picks up the article or news story or content from the back end database, transmits a bunch of fingerprinting information to uniquely identify your broswer, loads a bunch of ads, and overall modifies the DOMthat is ultimately what's displayed. If you turn off all Javascript and try to load many sites like news sites, you'll either get a visibly blank page or nothing more than a header and footer. The actual body contains little more than a collection of div and anchor tags that the script modifies into a human-usable page.The reasons for doing it that way vary. Some are there because they're trying to turn the web page into a programmed application rather than flat content. Many are to get around the fact that caching proxies and corporate tools interfere with their metrics and the data needed for their advertising information. A few are used to detect bots, change how the website gets scraped by bots, or to mitigate automated attacks like DDOS attacks. Sites like Cloudflare wrap the entire web page up requiring scripts to run for any access at all. Although URLs are theoretically free from time constraints, many systems generate them through data-driven means and the internal links used by the scripting systems are only valid for a short time. It's a way many sites like Facebook or Reddit or YouTube or TikTok keep their walled garden in place. Direct links to specific items keep working but the feed is algorithmic, always displaying whatever it is they want to push out to users uniquely.  The main links can't be easily indexed, archived, or automated because they're constantly shifting around what the servers provide. Calin said:The code surrounding the links should be well formated to make them crawling friendlyNo, nice formatting is done only by web devs for themselves, so they can read their code.A bot will ignore formatting and also visual style.It's maybe worth noting that most html code is actually generated from other code, and not manually written.For example php code on the server generates html code from a link, where the link contains parameters controling what the php script should do. E.g. a link with page number may look like ‘www.blah.com?p=15’. The php script may then also access a data base to get desired text and images for page 15, and generate the final html code for the client browser to display.Contrary, Javascript is not run on the server, but on the client browser. It can thus make a realtime webgame for example, or decorative animations, implementing a media player, etc. It can modify the html code, e.g. changing a number so the animation is displayed. It can also communicate with the server to implement things like a webshop and payment system.Both php and JS are extremely flexible compared to C++. You can do anything, e.g. adding a new member variable to a class instance at runtime. Totally nuts and horrible. : )  #web
    Web
    Author When you google something what is displayed isn’t the result of a real time crawling. When a google bot visits a website all the pages making the site tree get downloaded to the search engine server. The search engine server checks the downloaded site main page HTML code. If links are found the bot will check if they link  to the main page server if they do those pages will get downloaded too. The code surrounding the links should be well formated to make them crawling friendly ( the bot needs to find it’s way to those links) Strict order is not required in the remaining sections of the site. Is this close? Calin said:The code surrounding the links should be well formated to make them crawling friendly ( the bot needs to find it’s way to those links) Strict order is not required in the remaining sections of the site. Is this close?Formatting makes no difference at all. The HTML standards at w3.org ( https://www.w3.org/standards/ ) define the shape of a link, and in fact everything in every (valid) html page at the world. The server has implementations that understand those standards, and can thus extract any link from any (valid) html page.Besides valid html pages there are also many non-valid html pages (they sort-of look like html, but don't do everything that the standard says should be done). There are code libraries for such pages as well in an attempt to extract useful information from it anyway. One such implementation is BeautifulSoup for Python, although I never used it. No doubt there are others. Advertisement Author Ok I get it, it’s one thing what’s posible and something else what should be done. What “should” be done varies, and what sites implement may exist in many different ways.Most modern web pages aren't simple HTML. They only have enough HTML to wrap the script tags to trigger JavaScript which is linked and loaded from a different page. The script infrastructure connects to server, runs a bunch of background requests, picks up the article or news story or content from the back end database, transmits a bunch of fingerprinting information to uniquely identify your broswer, loads a bunch of ads, and overall modifies the DOM (Document Object Model) that is ultimately what's displayed. If you turn off all Javascript and try to load many sites like news sites, you'll either get a visibly blank page or nothing more than a header and footer. The actual body contains little more than a collection of div and anchor tags that the script modifies into a human-usable page.The reasons for doing it that way vary. Some are there because they're trying to turn the web page into a programmed application rather than flat content. Many are to get around the fact that caching proxies and corporate tools interfere with their metrics and the data needed for their advertising information. A few are used to detect bots, change how the website gets scraped by bots, or to mitigate automated attacks like DDOS attacks. Sites like Cloudflare wrap the entire web page up requiring scripts to run for any access at all. Although URLs are theoretically free from time constraints, many systems generate them through data-driven means and the internal links used by the scripting systems are only valid for a short time. It's a way many sites like Facebook or Reddit or YouTube or TikTok keep their walled garden in place. Direct links to specific items keep working but the feed is algorithmic, always displaying whatever it is they want to push out to users uniquely.  The main links can't be easily indexed, archived, or automated because they're constantly shifting around what the servers provide. Calin said:The code surrounding the links should be well formated to make them crawling friendlyNo, nice formatting is done only by web devs for themselves, so they can read their code.A bot will ignore formatting and also visual style (css).It's maybe worth noting that most html code is actually generated from other code, and not manually written.For example php code on the server generates html code from a link, where the link contains parameters controling what the php script should do. E.g. a link with page number may look like ‘www.blah.com?p=15’. The php script may then also access a data base to get desired text and images for page 15, and generate the final html code for the client browser to display.Contrary, Javascript is not run on the server, but on the client browser. It can thus make a realtime webgame for example, or decorative animations, implementing a media player, etc. It can modify the html code, e.g. changing a number so the animation is displayed. It can also communicate with the server to implement things like a webshop and payment system.Both php and JS are extremely flexible compared to C++. You can do anything, e.g. adding a new member variable to a class instance at runtime. Totally nuts and horrible. : ) 
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  • 3D artist looking to volunteer on a project

    Author

    Hello,I'm a 3D artist proficient in Blender, 3DS Max, ZBrush and Substance Painter. I'm looking to volunteer for any kind of indie game as long as I can add the created assets to my portfolio. I'm ok with kind of style and constraints.You can check my portfolio here:
    #artist #looking #volunteer #project
    3D artist looking to volunteer on a project
    Author Hello,I'm a 3D artist proficient in Blender, 3DS Max, ZBrush and Substance Painter. I'm looking to volunteer for any kind of indie game as long as I can add the created assets to my portfolio. I'm ok with kind of style and constraints.You can check my portfolio here: #artist #looking #volunteer #project
    3D artist looking to volunteer on a project
    Author Hello,I'm a 3D artist proficient in Blender, 3DS Max, ZBrush and Substance Painter. I'm looking to volunteer for any kind of indie game as long as I can add the created assets to my portfolio. I'm ok with kind of style and constraints.You can check my portfolio here:https://www.artstation.com/andreeamco
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  • What the enemy knows about you

    What the enemy knows about you

    posted in Better RTS AI

    Published May 30, 2025

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    I’m trying to make a contributionto this site.If you’re a driver inside a car you’re only fully aware of things in front of you. You have limited awareness about things that are sideways or at the back of your car. This is the reason why you signal if you want to take your car to the left or right even when you are sure there is no one around. You’re aware of your limited awareness and you don’t want to take any risk. 
    In a Multiplayer RTS game the player has to scroll the screen to see what is taking place in this or that part of the map. If an enemy unit enters for a second in the los of one of his units and then quickly goes back into the fog, if the player has his screen centered somewhere else he will miss that maneuver and will remain ignorant about the fact that the enemy has updated knowledge about him. An AI player doesn’t have this problem. If all units in the game have the same los   range a unit has to reveal itself if it wants to get some knowledge about the enemy. Because of this the AI player will always know what the enemy unit has observed. I have described and even had a quick implementation of the idea of AI player having a reasonable awareness about his enemy. Basically what it comes down to is a second map with just enemy unit positions that the AI player can refer to when it takes decisions. To get to the idea of “I robot am taking decisions based on what you know about me “ working you would need yet another map this time displaying what the enemy knows about robot, that the robot will refer to.

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    #what #enemy #knows #about #you
    What the enemy knows about you
    What the enemy knows about you posted in Better RTS AI Published May 30, 2025 Advertisement I’m trying to make a contributionto this site.If you’re a driver inside a car you’re only fully aware of things in front of you. You have limited awareness about things that are sideways or at the back of your car. This is the reason why you signal if you want to take your car to the left or right even when you are sure there is no one around. You’re aware of your limited awareness and you don’t want to take any risk.  In a Multiplayer RTS game the player has to scroll the screen to see what is taking place in this or that part of the map. If an enemy unit enters for a second in the los of one of his units and then quickly goes back into the fog, if the player has his screen centered somewhere else he will miss that maneuver and will remain ignorant about the fact that the enemy has updated knowledge about him. An AI player doesn’t have this problem. If all units in the game have the same los   range a unit has to reveal itself if it wants to get some knowledge about the enemy. Because of this the AI player will always know what the enemy unit has observed. I have described and even had a quick implementation of the idea of AI player having a reasonable awareness about his enemy. Basically what it comes down to is a second map with just enemy unit positions that the AI player can refer to when it takes decisions. To get to the idea of “I robot am taking decisions based on what you know about me “ working you would need yet another map this time displaying what the enemy knows about robot, that the robot will refer to. Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up! #what #enemy #knows #about #you
    What the enemy knows about you
    What the enemy knows about you posted in Better RTS AI Published May 30, 2025 Advertisement I’m trying to make a contribution (if what I’m saying is worth anything at all ) to this site.If you’re a driver inside a car you’re only fully aware of things in front of you. You have limited awareness about things that are sideways or at the back of your car. This is the reason why you signal if you want to take your car to the left or right even when you are sure there is no one around ( people or other cars ). You’re aware of your limited awareness and you don’t want to take any risk.  In a Multiplayer RTS game the player has to scroll the screen to see what is taking place in this or that part of the map. If an enemy unit enters for a second in the los of one of his units and then quickly goes back into the fog, if the player has his screen centered somewhere else he will miss that maneuver and will remain ignorant about the fact that the enemy has updated knowledge about him. An AI player doesn’t have this problem. If all units in the game have the same los   range a unit has to reveal itself if it wants to get some knowledge about the enemy. Because of this the AI player will always know what the enemy unit has observed ( based on where on the map the enemy unit has entered into the los of AI players units). I have described and even had a quick implementation of the idea of AI player having a reasonable awareness about his enemy. Basically what it comes down to is a second map with just enemy unit positions that the AI player can refer to when it takes decisions. To get to the idea of “I robot am taking decisions based on what you know about me “ working you would need yet another map this time displaying what the enemy knows about robot, that the robot will refer to. Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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  • Productivity techniques

    Productivity techniques

    posted in jhocking

    Published May 28, 2025
    Imported

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    Before I started writing my upcoming latest book, I decided I needed to take steps to ensure the writing process wouldn’t be as draining as it was when I wrote my first book. In particular, I ended up with a really ridiculous work schedule, where I would procrastinate for an entire week and then stay up all night to write another chapter. I even booked a hotel room a couple times, so I could stay up all night without bothering anyone else!My wife suggested that, and it was a good idea at the time, but I definitely didn’t want to be doing anything like that now. So in advance of starting to write I planned out some productivity techniques I would follow. I planned out a layered approach, but it all rested on the “Don’t Break the Chain” method and this calendar:“Don’t Break the Chain” is very simple in concept. When you have some long-term project you need to work on consistently, get a physical calendar and mark an X every day you work on the project. Pretty soon you’ll have a chain of X’s, at which point your goal is to keep the chain going.This technique is sometimes called “The Seinfeld Method” because the earliest explanation attributed the tip to comedian Jerry Seinfeld. Interestingly however, he laughed off the suggestion when directly asked if he had come up with it. While he dismissed it as “the dumbest non-idea”, I’ve been finding it extremely useful! As the photo above depicts, I got a standing desk calendar and have been marking off every day this month.It works because you have a very visible reminder, and the consistency turns the work into a habit. That last point is very similar to the concept of “No Zero Days”, where you always do somethingon your project every single day. Consistent work is the key to completing a long-term projectso turning it into a habit is important to keep from procrastinating. If you can’t muster the time/energy to do something big, then do something small. Just do something!Choosing your calendar is kinda important for this method. The original tip used a wall calendar, but I prefer having it on my desk. The original tip also had an entire year visible at once, and that does have the advantage of not hiding the previous month when flipping the page, but in practice that doesn’t matter that much. Just make sure that it is both highly visibleand keeps a record of what came before.As I mentioned up top, I had actually planned out a layered approach to productivity. Y’see, “Don’t Break the Chain” works great for getting you to work every day, but isn’t granular enough to plan what you’re doing throughout the day. Thus I was planning to do “Don’t Break the Chain” to start working every day, and then do the Pomodoro Technique to chunk up my tasks in the day. In practice however I haven’t found that necessary, and I haven’t actually been doing pomodoros.Ultimately every person and every project is different, so don’t just assume one productivity tip will work for your project. Instead, gather up a bunch of options and try them all out, blending them together when it makes sense or discarding the ones you don’t need after all.

    Previous Entry
    I started writing a new Book!

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    #productivity #techniques
    Productivity techniques
    Productivity techniques posted in jhocking Published May 28, 2025 Imported Advertisement Before I started writing my upcoming latest book, I decided I needed to take steps to ensure the writing process wouldn’t be as draining as it was when I wrote my first book. In particular, I ended up with a really ridiculous work schedule, where I would procrastinate for an entire week and then stay up all night to write another chapter. I even booked a hotel room a couple times, so I could stay up all night without bothering anyone else!My wife suggested that, and it was a good idea at the time, but I definitely didn’t want to be doing anything like that now. So in advance of starting to write I planned out some productivity techniques I would follow. I planned out a layered approach, but it all rested on the “Don’t Break the Chain” method and this calendar:“Don’t Break the Chain” is very simple in concept. When you have some long-term project you need to work on consistently, get a physical calendar and mark an X every day you work on the project. Pretty soon you’ll have a chain of X’s, at which point your goal is to keep the chain going.This technique is sometimes called “The Seinfeld Method” because the earliest explanation attributed the tip to comedian Jerry Seinfeld. Interestingly however, he laughed off the suggestion when directly asked if he had come up with it. While he dismissed it as “the dumbest non-idea”, I’ve been finding it extremely useful! As the photo above depicts, I got a standing desk calendar and have been marking off every day this month.It works because you have a very visible reminder, and the consistency turns the work into a habit. That last point is very similar to the concept of “No Zero Days”, where you always do somethingon your project every single day. Consistent work is the key to completing a long-term projectso turning it into a habit is important to keep from procrastinating. If you can’t muster the time/energy to do something big, then do something small. Just do something!Choosing your calendar is kinda important for this method. The original tip used a wall calendar, but I prefer having it on my desk. The original tip also had an entire year visible at once, and that does have the advantage of not hiding the previous month when flipping the page, but in practice that doesn’t matter that much. Just make sure that it is both highly visibleand keeps a record of what came before.As I mentioned up top, I had actually planned out a layered approach to productivity. Y’see, “Don’t Break the Chain” works great for getting you to work every day, but isn’t granular enough to plan what you’re doing throughout the day. Thus I was planning to do “Don’t Break the Chain” to start working every day, and then do the Pomodoro Technique to chunk up my tasks in the day. In practice however I haven’t found that necessary, and I haven’t actually been doing pomodoros.Ultimately every person and every project is different, so don’t just assume one productivity tip will work for your project. Instead, gather up a bunch of options and try them all out, blending them together when it makes sense or discarding the ones you don’t need after all. Previous Entry I started writing a new Book! Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up! #productivity #techniques
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    Productivity techniques
    Productivity techniques posted in jhocking Published May 28, 2025 Imported Advertisement Before I started writing my upcoming latest book, I decided I needed to take steps to ensure the writing process wouldn’t be as draining as it was when I wrote my first book. In particular, I ended up with a really ridiculous work schedule, where I would procrastinate for an entire week and then stay up all night to write another chapter. I even booked a hotel room a couple times, so I could stay up all night without bothering anyone else!My wife suggested that, and it was a good idea at the time, but I definitely didn’t want to be doing anything like that now (especially since I have kids now). So in advance of starting to write I planned out some productivity techniques I would follow. I planned out a layered approach, but it all rested on the “Don’t Break the Chain” method and this calendar:“Don’t Break the Chain” is very simple in concept. When you have some long-term project you need to work on consistently (like writing a book), get a physical calendar and mark an X every day you work on the project. Pretty soon you’ll have a chain of X’s, at which point your goal is to keep the chain going.This technique is sometimes called “The Seinfeld Method” because the earliest explanation attributed the tip to comedian Jerry Seinfeld. Interestingly however, he laughed off the suggestion when directly asked if he had come up with it. While he dismissed it as “the dumbest non-idea”, I’ve been finding it extremely useful! As the photo above depicts, I got a standing desk calendar and have been marking off every day this month.It works because you have a very visible reminder, and the consistency turns the work into a habit. That last point is very similar to the concept of “No Zero Days”, where you always do something (ANYTHING! even something tiny) on your project every single day. Consistent work is the key to completing a long-term project (writing a book, developing a game, whatever) so turning it into a habit is important to keep from procrastinating. If you can’t muster the time/energy to do something big, then do something small. Just do something!Choosing your calendar is kinda important for this method. The original tip used a wall calendar, but I prefer having it on my desk. The original tip also had an entire year visible at once (versus seeing a month at a time), and that does have the advantage of not hiding the previous month when flipping the page, but in practice that doesn’t matter that much. Just make sure that it is both highly visible (and this almost certainly means a physical calendar, because a digital calendar wouldn’t be sitting out in the open) and keeps a record of what came before (so not one of those calendars where you tear off the sheets).As I mentioned up top, I had actually planned out a layered approach to productivity. Y’see, “Don’t Break the Chain” works great for getting you to work every day, but isn’t granular enough to plan what you’re doing throughout the day. Thus I was planning to do “Don’t Break the Chain” to start working every day, and then do the Pomodoro Technique to chunk up my tasks in the day. In practice however I haven’t found that necessary, and I haven’t actually been doing pomodoros.Ultimately every person and every project is different, so don’t just assume one productivity tip will work for your project. Instead, gather up a bunch of options and try them all out, blending them together when it makes sense or discarding the ones you don’t need after all.Read more Previous Entry I started writing a new Book! Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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  • Devlog #9: A Little Bit of Polish

    Devlog #9: A Little Bit of Polish

    posted in Sword and Quill Devlog

    Published May 26, 2025

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    Hi, wonderful humans! It's time for another devlog.The Creature Collector Fest is over but the Next Fest is right around the corner! Juggling priorities gets harder and harder between improving the demo, working on the main game, making sure the Twitch integration works, adding Animons, capturing fixing wild bugs, marketing. I'm trying to use Codecks more consistently which definitely helps. Did you know I have an open board? You can check what I'm working on or what I have planned and even up-vote features you like to see most. You can find it here.With another upcoming event, the Access-Ability showcase, I've been prioritizing accessibility features like optimizing the UI for scaling to reduce cases where elements get pushed out of the screen. Next, I'm trying to tackle adding more options for photosensitivity. You can already disable screenshake but there's currently no option for reducing flashing lights. Time for PolishWith a little bit of time opening up, I managed to dedicate some of it to polish which felt incredibly good after weeks of very technical tasks. I improved the win screen that shows when you beat either the demo or the alpha and added animations to it. Honestly, the win screen was all over the place before that with elements overlapping each other, text being cut off, and more abominations. Oof...At the end of last week,  I started working on preventing the UI getting pushed around when you or the enemy had too many dice. I added dynamic spacing between the dice that takes the amount and the width of the container into account and added a nice bouncy hover effect to make it easier to see when they are close together. Again, using Tweens, I scale the node up and down accordingly with the "elastic" curve for that nice swing effect at the end.I hope to find time to add more battle effects to tricks which are also in need of a lot of polish. Many attacks just reuse the tackle or jump attack effect but they deserve their own little identity. This might lead to refactoring the entire battle effect system which I implemented a while ago before I learned how to write better code. I'm currently creating a scene for each effect with the battle effect resource which has a drop-down for all sorts of effect types like animation, tween, particles, and so on. I can assign a target control and tell it what to do from self-defined presets, if the effect should target the player or opponent, and so on. I probably want to rework it to be similar to how I create tricks now, where I can add trick features as a sub-resource indefinitely to customize it however I want because – like with the old tricks – I cannot combine effects like tween and particles with the current battle effect system.A few smaller tweaks are the run menu on the map collapsing when not needed and the starter selection screen which now shows the Animon's quirk when hovering/focusing on it.RoadmapPlanning the next months is blehbut it's gotta be done. I already moved some feature back into the early access period to make sure I get the base game loop solid and working before that. Currently, I'm eyeing end of July for early access which is after the Summer Sale but before the gamescom. Until then, I want all three regions to have roughly the same amount of Animons and the difficulty curve more or less balanced. There's also a story-cinematic I have planned as an intro to give you a little bit of narrative context but we'll see if I get around drawing all that.A few features I have planned for the ea period are:Soulblaze mechanic: We all want it, we all love it: Evolution, transformation, digitize, super sayjan form, and what not. Soulblaze forms have been on the list since the beginning but I didn't want to add it until I was sure I have settled on the dice mechanics because they will be a big part of triggering it.Nuzlocke-mode: Adding the popular self-imposed difficulty challenge from Pokémon to the game. If you don't know it, it means that if one of your creatures gets defeated, you have to release it and you get to only capture one creature per region. The mode would take care of these restrictions for you, of course.  Co-op mode: I love co-op and there's not nearly enough games with it. Since Soulblaze is turn-based, it's possible to insert a 2-player mode but I'd have to figure out how to handle displaying 2 Animons per side and how to handle turns then. Do the player both plan their turn and they play out together or do they go one after the other? Maybe alternating with the enemy? Will think about this.Unlockable comic pages: Story is always important to me and I literally can't create a game without having a story in mind. While Soulblaze might be my least story-focused game so far, I still want it to contain lore and especially character stories. In that regard, I want players to be able to unlock comic pages while they play which they can read in the collection and don't worry, I'll add visual descriptions to those as well, of course!Keep in mind that those are features I wish to implement and not guaranteed. I don't know if I will have the time to implement all of these or that I don't run into serious technical issues that I can't solve. Solo dev means that your time is so split between everything that every mid to large hurdle can mean it has to be put on hold indefinitely. But I'll do my best and it also helps that I really, really want those features.Lore Sneak-PeekOver a decade ago the Observer arrived on Earth, a huge crystalline lifeform that appeared to be peaceful. A few years later, for unknown reasons, it shattered and fragments of it grew to became the Animons we know today. Bindshards are made from the outer shell of the Observer and are used to capture Animons because they naturally want to return to their original form, therefore binding easily with the material of the Observer.When exactly the Soulblaze was discovered is unclear but the first Animancers experienced alteration of the Animons' physical shape when they got really excited, scared, or angry. It happens when the soul literally ignites in a surge of energy. Humans, as they do, saw the power and tried to trigger the Soulblaze within themselves which did not go so great...  the results are, well, you have met some of the bosses, haven't you...?

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    Accessibility in Games - Where do I start?

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    #devlog #little #bit #polish
    Devlog #9: A Little Bit of Polish
    Devlog #9: A Little Bit of Polish posted in Sword and Quill Devlog Published May 26, 2025 Advertisement Hi, wonderful humans! It's time for another devlog.The Creature Collector Fest is over but the Next Fest is right around the corner! Juggling priorities gets harder and harder between improving the demo, working on the main game, making sure the Twitch integration works, adding Animons, capturing fixing wild bugs, marketing. I'm trying to use Codecks more consistently which definitely helps. Did you know I have an open board? You can check what I'm working on or what I have planned and even up-vote features you like to see most. You can find it here.With another upcoming event, the Access-Ability showcase, I've been prioritizing accessibility features like optimizing the UI for scaling to reduce cases where elements get pushed out of the screen. Next, I'm trying to tackle adding more options for photosensitivity. You can already disable screenshake but there's currently no option for reducing flashing lights. Time for PolishWith a little bit of time opening up, I managed to dedicate some of it to polish which felt incredibly good after weeks of very technical tasks. I improved the win screen that shows when you beat either the demo or the alpha and added animations to it. Honestly, the win screen was all over the place before that with elements overlapping each other, text being cut off, and more abominations. Oof...At the end of last week,  I started working on preventing the UI getting pushed around when you or the enemy had too many dice. I added dynamic spacing between the dice that takes the amount and the width of the container into account and added a nice bouncy hover effect to make it easier to see when they are close together. Again, using Tweens, I scale the node up and down accordingly with the "elastic" curve for that nice swing effect at the end.I hope to find time to add more battle effects to tricks which are also in need of a lot of polish. Many attacks just reuse the tackle or jump attack effect but they deserve their own little identity. This might lead to refactoring the entire battle effect system which I implemented a while ago before I learned how to write better code. I'm currently creating a scene for each effect with the battle effect resource which has a drop-down for all sorts of effect types like animation, tween, particles, and so on. I can assign a target control and tell it what to do from self-defined presets, if the effect should target the player or opponent, and so on. I probably want to rework it to be similar to how I create tricks now, where I can add trick features as a sub-resource indefinitely to customize it however I want because – like with the old tricks – I cannot combine effects like tween and particles with the current battle effect system.A few smaller tweaks are the run menu on the map collapsing when not needed and the starter selection screen which now shows the Animon's quirk when hovering/focusing on it.RoadmapPlanning the next months is blehbut it's gotta be done. I already moved some feature back into the early access period to make sure I get the base game loop solid and working before that. Currently, I'm eyeing end of July for early access which is after the Summer Sale but before the gamescom. Until then, I want all three regions to have roughly the same amount of Animons and the difficulty curve more or less balanced. There's also a story-cinematic I have planned as an intro to give you a little bit of narrative context but we'll see if I get around drawing all that.A few features I have planned for the ea period are:Soulblaze mechanic: We all want it, we all love it: Evolution, transformation, digitize, super sayjan form, and what not. Soulblaze forms have been on the list since the beginning but I didn't want to add it until I was sure I have settled on the dice mechanics because they will be a big part of triggering it.Nuzlocke-mode: Adding the popular self-imposed difficulty challenge from Pokémon to the game. If you don't know it, it means that if one of your creatures gets defeated, you have to release it and you get to only capture one creature per region. The mode would take care of these restrictions for you, of course.  Co-op mode: I love co-op and there's not nearly enough games with it. Since Soulblaze is turn-based, it's possible to insert a 2-player mode but I'd have to figure out how to handle displaying 2 Animons per side and how to handle turns then. Do the player both plan their turn and they play out together or do they go one after the other? Maybe alternating with the enemy? Will think about this.Unlockable comic pages: Story is always important to me and I literally can't create a game without having a story in mind. While Soulblaze might be my least story-focused game so far, I still want it to contain lore and especially character stories. In that regard, I want players to be able to unlock comic pages while they play which they can read in the collection and don't worry, I'll add visual descriptions to those as well, of course!Keep in mind that those are features I wish to implement and not guaranteed. I don't know if I will have the time to implement all of these or that I don't run into serious technical issues that I can't solve. Solo dev means that your time is so split between everything that every mid to large hurdle can mean it has to be put on hold indefinitely. But I'll do my best and it also helps that I really, really want those features.Lore Sneak-PeekOver a decade ago the Observer arrived on Earth, a huge crystalline lifeform that appeared to be peaceful. A few years later, for unknown reasons, it shattered and fragments of it grew to became the Animons we know today. Bindshards are made from the outer shell of the Observer and are used to capture Animons because they naturally want to return to their original form, therefore binding easily with the material of the Observer.When exactly the Soulblaze was discovered is unclear but the first Animancers experienced alteration of the Animons' physical shape when they got really excited, scared, or angry. It happens when the soul literally ignites in a surge of energy. Humans, as they do, saw the power and tried to trigger the Soulblaze within themselves which did not go so great...  the results are, well, you have met some of the bosses, haven't you...? Previous Entry Accessibility in Games - Where do I start? Comments You must log in to join the conversation. Don't have a GameDev.net account? Sign up! #devlog #little #bit #polish
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    Devlog #9: A Little Bit of Polish
    Devlog #9: A Little Bit of Polish posted in Sword and Quill Devlog Published May 26, 2025 Advertisement Hi, wonderful humans! It's time for another devlog.The Creature Collector Fest is over but the Next Fest is right around the corner! Juggling priorities gets harder and harder between improving the demo, working on the main game, making sure the Twitch integration works, adding Animons, capturing fixing wild bugs, marketing. I'm trying to use Codecks more consistently which definitely helps. Did you know I have an open board? You can check what I'm working on or what I have planned and even up-vote features you like to see most. You can find it here.With another upcoming event, the Access-Ability showcase, I've been prioritizing accessibility features like optimizing the UI for scaling to reduce cases where elements get pushed out of the screen. Next, I'm trying to tackle adding more options for photosensitivity. You can already disable screenshake but there's currently no option for reducing flashing lights. Time for PolishWith a little bit of time opening up, I managed to dedicate some of it to polish which felt incredibly good after weeks of very technical tasks. I improved the win screen that shows when you beat either the demo or the alpha and added animations to it (loving Tweens y'all!). Honestly, the win screen was all over the place before that with elements overlapping each other, text being cut off, and more abominations. Oof...At the end of last week,  I started working on preventing the UI getting pushed around when you or the enemy had too many dice. I added dynamic spacing between the dice that takes the amount and the width of the container into account and added a nice bouncy hover effect to make it easier to see when they are close together. Again, using Tweens, I scale the node up and down accordingly with the "elastic" curve for that nice swing effect at the end.I hope to find time to add more battle effects to tricks which are also in need of a lot of polish. Many attacks just reuse the tackle or jump attack effect but they deserve their own little identity. This might lead to refactoring the entire battle effect system which I implemented a while ago before I learned how to write better code. I'm currently creating a scene for each effect with the battle effect resource which has a drop-down for all sorts of effect types like animation, tween, particles, and so on. I can assign a target control and tell it what to do from self-defined presets, if the effect should target the player or opponent, and so on. I probably want to rework it to be similar to how I create tricks now, where I can add trick features as a sub-resource indefinitely to customize it however I want because – like with the old tricks – I cannot combine effects like tween and particles with the current battle effect system.A few smaller tweaks are the run menu on the map collapsing when not needed and the starter selection screen which now shows the Animon's quirk when hovering/focusing on it.Roadmap(?)Planning the next months is bleh (I hate planning!) but it's gotta be done. I already moved some feature back into the early access period to make sure I get the base game loop solid and working before that. Currently, I'm eyeing end of July for early access which is after the Summer Sale but before the gamescom. Until then, I want all three regions to have roughly the same amount of Animons and the difficulty curve more or less balanced (and of course zero bugs and full optimization which is a reasonable and realistic expectation). There's also a story-cinematic I have planned as an intro to give you a little bit of narrative context but we'll see if I get around drawing all that.A few features I have planned for the ea period are:Soulblaze mechanic: We all want it, we all love it: Evolution, transformation, digitize, super sayjan form, and what not. Soulblaze forms have been on the list since the beginning but I didn't want to add it until I was sure I have settled on the dice mechanics because they will be a big part of triggering it.Nuzlocke-mode: Adding the popular self-imposed difficulty challenge from Pokémon to the game. If you don't know it, it means that if one of your creatures gets defeated, you have to release it and you get to only capture one creature per region. The mode would take care of these restrictions for you, of course.  Co-op mode: I love co-op and there's not nearly enough games with it. Since Soulblaze is turn-based, it's possible to insert a 2-player mode but I'd have to figure out how to handle displaying 2 Animons per side and how to handle turns then. Do the player both plan their turn and they play out together or do they go one after the other? Maybe alternating with the enemy? Will think about this.Unlockable comic pages: Story is always important to me and I literally can't create a game without having a story in mind. While Soulblaze might be my least story-focused game so far, I still want it to contain lore and especially character stories. In that regard, I want players to be able to unlock comic pages while they play which they can read in the collection and don't worry, I'll add visual descriptions to those as well, of course!Keep in mind that those are features I wish to implement and not guaranteed (well, except for Soulblaze forms which... kinda have to be in there, y'know?). I don't know if I will have the time to implement all of these or that I don't run into serious technical issues that I can't solve. Solo dev means that your time is so split between everything that every mid to large hurdle can mean it has to be put on hold indefinitely. But I'll do my best and it also helps that I really, really want those features.Lore Sneak-PeekOver a decade ago the Observer arrived on Earth, a huge crystalline lifeform that appeared to be peaceful. A few years later, for unknown reasons, it shattered and fragments of it grew to became the Animons we know today. Bindshards are made from the outer shell of the Observer and are used to capture Animons because they naturally want to return to their original form, therefore binding easily with the material of the Observer.When exactly the Soulblaze was discovered is unclear but the first Animancers experienced alteration of the Animons' physical shape when they got really excited, scared, or angry. It happens when the soul literally ignites in a surge of energy. Humans, as they do, saw the power and tried to trigger the Soulblaze within themselves which did not go so great...  the results are, well, you have met some of the bosses, haven't you...? Previous Entry Accessibility in Games - Where do I start? Comments You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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  • Sound Designer looking for collab

    Author

    Heya GameDevs! I'm a game Sound Designer and Composer looking to enrich my portfolio by contributing to your games. I can design and implement as needed. Please check out my redesign reel: feedback is welcomed! www.carolinabrun.comcarolinabrun.us@gmail.com

    @cinnamonbrun your post has been moved to Hobby Project Classifieds where indie devs recruit unpaid help and collaboration. Also, your crosspost in For Beginners has been removed. Please don't crosspost. Before posting again, review our community guidelines. Good luck with your endeavours, and welcome to gamedev.net. 
    #sound #designer #looking #collab
    Sound Designer looking for collab
    Author Heya GameDevs! I'm a game Sound Designer and Composer looking to enrich my portfolio by contributing to your games. I can design and implement as needed. Please check out my redesign reel: feedback is welcomed! www.carolinabrun.comcarolinabrun.us@gmail.com @cinnamonbrun your post has been moved to Hobby Project Classifieds where indie devs recruit unpaid help and collaboration. Also, your crosspost in For Beginners has been removed. Please don't crosspost. Before posting again, review our community guidelines. Good luck with your endeavours, and welcome to gamedev.net.  #sound #designer #looking #collab
    Sound Designer looking for collab
    Author Heya GameDevs! I'm a game Sound Designer and Composer looking to enrich my portfolio by contributing to your games. I can design and implement as needed. Please check out my redesign reel: https://drive.google.com/file/d/1RpHq4VzuHZRs1w3_nhq8-TPi1l-hypEm/view?usp=sharingAny feedback is welcomed! www.carolinabrun.comcarolinabrun.us@gmail.com @cinnamonbrun your post has been moved to Hobby Project Classifieds where indie devs recruit unpaid help and collaboration. Also, your crosspost in For Beginners has been removed. Please don't crosspost. Before posting again, review our community guidelines. Good luck with your endeavours, and welcome to gamedev.net. 
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  • How Cleaning Services in Napier Can Enhance Your Office Environment

    A tidy office is more than a nice place to work—it's the foundation of productivity, worker health, and a good impression for clients. For Napier businesses, hiring professional cleaning services provides an efficient way to keep your workplace spick and span and free from germs. Whether you have a small business or a large office, Napier cleaners can really help out the office environment.
    #how #cleaning #services #napier #can
    How Cleaning Services in Napier Can Enhance Your Office Environment
    A tidy office is more than a nice place to work—it's the foundation of productivity, worker health, and a good impression for clients. For Napier businesses, hiring professional cleaning services provides an efficient way to keep your workplace spick and span and free from germs. Whether you have a small business or a large office, Napier cleaners can really help out the office environment. #how #cleaning #services #napier #can
    How Cleaning Services in Napier Can Enhance Your Office Environment
    A tidy office is more than a nice place to work—it's the foundation of productivity, worker health, and a good impression for clients. For Napier businesses, hiring professional cleaning services provides an efficient way to keep your workplace spick and span and free from germs. Whether you have a small business or a large office, Napier cleaners can really help out the office environment.
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  • All Simulation In One Game! Rest Area Simulator

    Hello everyone,We’re a two-person indie team, and we’d love to share our new game with you: Rest Area Simulator, a detailed co-op simulation/tycoon game where you manage the businesses inside a modern highway rest area.You’ll be running a gas station, a minimarket, a supermarket, and a car wash. More facilities will be added in future updates.Some of the key features:• Dynamic weather• Full day-night cycle• Dynamic economy with price fluctuations• Reputation system• Random events and unique NPC behaviorsAnd we plan to add even more businesses, products, and mechanics in future updates! Our goal is to bring different types of simulation gameplay together in one game and offer players a rich, multi-layered experience.The game is now available to wishlist on Steam. Your support means a lot to us — we’re trying to build something that’s both meaningful and fun to play.We’d truly appreciate any thoughts, comments, or feedback.We’re especially interested in hearing from people who enjoy similar types of games!
    #all #simulation #one #game #rest
    All Simulation In One Game! Rest Area Simulator
    Hello everyone,We’re a two-person indie team, and we’d love to share our new game with you:🎮 Rest Area Simulator, a detailed co-op simulation/tycoon game where you manage the businesses inside a modern highway rest area.You’ll be running a gas station, a minimarket, a supermarket, and a car wash. More facilities will be added in future updates.Some of the key features:• Dynamic weather• Full day-night cycle• Dynamic economy with price fluctuations• Reputation system• Random events and unique NPC behaviorsAnd we plan to add even more businesses, products, and mechanics in future updates!🎯 Our goal is to bring different types of simulation gameplay together in one game and offer players a rich, multi-layered experience.The game is now available to wishlist on Steam. Your support means a lot to us — we’re trying to build something that’s both meaningful and fun to play.We’d truly appreciate any thoughts, comments, or feedback.We’re especially interested in hearing from people who enjoy similar types of games! #all #simulation #one #game #rest
    All Simulation In One Game! Rest Area Simulator
    Hello everyone,We’re a two-person indie team, and we’d love to share our new game with you:🎮 Rest Area Simulator, a detailed co-op simulation/tycoon game where you manage the businesses inside a modern highway rest area.You’ll be running a gas station, a minimarket, a supermarket, and a car wash. More facilities will be added in future updates.Some of the key features:• Dynamic weather• Full day-night cycle• Dynamic economy with price fluctuations• Reputation system• Random events and unique NPC behaviorsAnd we plan to add even more businesses, products, and mechanics in future updates!🎯 Our goal is to bring different types of simulation gameplay together in one game and offer players a rich, multi-layered experience.The game is now available to wishlist on Steam. Your support means a lot to us — we’re trying to build something that’s both meaningful and fun to play.We’d truly appreciate any thoughts, comments, or feedback.We’re especially interested in hearing from people who enjoy similar types of games!
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