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#o3de

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Okay, so I think I finally realized how to model a game with composition and UML, in an actual useful way

First, there's two namespaces: Entities and Components

On the Entities the components are defined on the fields (I'm not using the composition relation because that creates spaghetti)

Then on components it's defined their relationships, events and properties

if this gets finished it'll be an open-source game, and the theme will be a surprise (so I get motivated to finish)

Top Game 🎮 Development 👾 Software in 2024:
░ Unity - rersatile for 2D/3D games with extensive cross-platform capabilities
░ Unreal Engine - powerhouse for AAA games with cutting-edge visuals and physics
░ Godot - open-source, ideal for 2D games and beginners
░ Blender - all-in-one solution for 3D modeling, animation, and game creation
░ GameMaker - great for 2D games with both visual scripting and coding options

Check the rest in the article - thectoclub.com/tools/best-game

#GameDevelopment #Unity #Gamefroot #GameMaker #Maya #Blender #PixiJS #O3DE #CryEngine #UnrealEngine #Godot #IndieDev #3DModeling #GameDesign #VirtualReality #AugmentedReality #VFX #Animation #TechTrends #VRDevelopment #3DAnimation #GamingIndustry #TechInnovation #2024Tech #DevCommunity

El potente motor de video juegos Open3D Engine "O3DE" acaba de lanzar nueva versión 24.09. Entre las muchas novedades destaca el gran aumento de rendimiento y optimización en muchas de sus áreas de uso.

Este motor #SoftwareLibre está especializado en la simulación de grandes espacio abiertos, ideal para videojuegos tipo "mundo abierto".
Si siempre comparamos Godot con Unity, para O3DE su homologo sería Unreal.

o3de.org/

docs.o3de.org/docs/release-not

O3DEHome - O3DEMEET O3DE An open source, real-time 3D engine DOWNLOAD Learn More

Making a 🧵 for this Draughts-like game progress.

After making the UML, started to implement the piece (and partially the board).

Again, things on UML wasn't actually that right, but updating it it's pretty simple, especially using codeberg's wiki (supports mermaid, so it's basically writing code).

I'm pretty happy on how this is progressing.

Finally started my implementation of a draughts game (which I hope I'll not abandon) after UML-ing it for days, now I'm basically ping-ponging between these two, which helps me rethinking about with more care.

I almost got trapped on the UML rabbit hole, avoided thanks to the tips you gave me! ✨

UML helps planning, but I feel the true advantage comes later actually: it's being easier to remember how your project works by looking at the UML graphs than digging the actual messy thing.

Continued thread

This is the script canvas graph, on the end there's a "Attempt Attack", which is a custom node made with Script Canvas for the game.

So the idea is: I can make these custom nodes with script canvas, if I conclude that this node works and it's important, then I could (in theory) refactor the same algorithm in C++ and exporting it as a node too.

So, for the enemy graph, nothing changes (well, I need to update it to the new node), but there's less visual code (and VM usage) in the project

Continued thread

Side project progress:
Oh, I'm having progress 😮

This cube enemy was quite straightforward to program using script canvas (it's like UE's blueprints)

Something I want to try eventually is to incrementally port the visual code to C++:

I want to test if "prototype with SC, then port the 'spaghetti' to C++ as 'abstracted nodes'" it's a reasonable workflow

This way (in theory!), the high level behavior could be still be done visually, but the stable underlying implementation done in C++