Special Commands Menu Design – Cogmind / Grid Sage Games

For years now I’ve been planning to eventually create a menu for accessing Cogmind’s lesser-used “special commands,” features not only requiring the keyboard, but even all assigned to Shift-Alt key combos. So these rarely needed (but still sometimes useful) features were already pretty clearly grouped together as a unit by their annoying modifier, but ideally they should be easier to trigger, not to mention also more readily available to mouse users.

I waited quite a while to implement this menu, mainly because I wanted to design and build it for a more stable and complete set of special commands, one that we couldn’t really be sure about until later in development (and sure enough these features have been gradually expanding and fluctuating over time, coming to a head in the current Beta 11). In the meantime it wasn’t an especially pressing issue because, again, these aren’t exactly commonly needed features,

The Scrap Engine – Cogmind / Grid Sage Games

Last time I wrote about item variants and randomization in roguelikes, and how Cogmind is purely based on a large set of static items, but more recently I’ve been running an experiment to play with not-so-static items. The entire mechanic revolves around a single new utility: the Scrap Engine.

Cogmind ASCII Art: Scrap Engine

A new utility is born.

The Scrap Engine operates like the Field Recycling Unit in that in addition to the normal inactive and active states it can also be cycled to COLLECT mode, during which it will “eat” items at the current location. These items are presumed to be disassembled and added to the Engine’s resources in order to be mixed with others and reassembled into new “constructs,” the name for a new category of randomized items. Instead of creating new ones it can also use these resources to modify existing constructs. Although in both cases the results are indeed based

Game Art in Blender by GameDev.TV Humble Bundle

The Learn to Create Game Art in Blender 2022 Humble Bundle by GameDev.TV is now live. This contains several courses covering all aspects of learning to use the Blender 3D application. This includes low polygon 3D modelling, character creation, sculpting, environment design and more.

As with all Humble Bundles, it is organized into tiers:

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Blender Low Poly Landscapes Course

Finish IT Course

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Blender Visual Effects Course

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25$ Tier

Complete Blender Creator Course

Blender Character Creator for Video Game Design Course

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Assets – Blender Surface Texture Material Pack

As with all Humble Bundles, you decide how your funds are allocated between Humble, the publisher, charity and if you so choose (and thanks so much if you do!) to

Learning Mathematics Through Games Series

Strategy GamesThe best way to keep connected to the Android pulse. Our principal e-newsletter is the Android Weekly which is shipped every Sunday and incorporates all the highest Android news, reviews and options from the past week.

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Don’t Let Offscreen Objects Ruin Your Performance – Unity CullingGroup API – General and Gameplay Programming – Tutorials

Check the original blog post at The Gamedev Guru: Don’t Let Offscreen Objects Ruin Your Performance – Unity CullingGroup API

Learn how to make your expensive scripts cost nothing while they are offscreen.

Table of Content

Offwhat GameObject?

First off: what is an offscreen object?

An object is offscreen when you cannot see it from your camera’s perspective. This may happen because your object is “behind” your camera (therefore culled by frustrum) or behind walls/other occluders (occlusion culling).

So if an object is offscreen and we cannot see it, we don’t have to dedicate expensive computational resources to it right?

Wrong. That’s what I thought when I was a kid. Not anymore.

The Performance Cost(s) of Offscreen Objects

Here are some of the hardware costs you are paying for offscreen objects:

  • The culling price: is an object offscreen at all? Unity determines this by checking its visibility through