start [Godot]
Note: Please do not change the guest account password! Welcome to the Godot Engine documentation center. The aim of these pages is to provide centralized access to all documentation-related materials. Latest Build:Build Date: 2014-04-14_22-44-41 Executables: NOTICE: iOS deployment targety will be available the coming weeks. NOTICE: Godot requires at least OpenGL 2.1 support to run the editor, older Intel GPUs might not work. NOTICE: if opening demos from the project manager does not work under Linux, decompress the binary with the command “upx -d godot_x11.64” Demos: Export Templates: Basic (Step by Step) Advanced Memory Memory model and administration. Editor Plug-Ins Class List Languages GDScript Built-in, simple, flexible and efficient scripting language.Squirrel Optional, more complex scripting language. Import Export PC Exporting for PC (Mac, Windows, Linux).NaCL Exporting for Google Native Client.HTML5 Exporting for HTML5 (using asm.js).Consoles Exporting for consoles (PS3, PSVita, etc).
List of game engines
Many tools called game engines are available for game designers to code a game quickly and easily without building from the ground up. Free/libre and open source software[edit] Note: The following list is not exhaustive. It mixes game engines with rendering engines as well as API bindings without any distinctions. Proprietary[edit] Commercial[edit] Freeware[edit] These engines are available without monetary charge, but without the source code being available under an open-source license. With related games[edit] See also[edit] References[edit] Jump up ^ "blender.org - Installation Policy".
oakes/play-clj
Gabriel Gambetta - Pathfinding Demystified (Part I): Introduction
Part I - Part II - Part III - Part IV Introduction Pathfinding is one of these topics that usualy baffles game developers. The objective of this series of articles is to explain pathfinding in general and A* in particular in a very clear and accessible way, and put an end to the misconception that it’s a difficult topic. Note that the focus is on pathfinding for games; unlike a more academic approach, we’ll just skip search algorithms such as Depth-First or Breadth-First. This first article explains the very basic concepts of pathfinding. A Simple Setup Although you’ll be able to apply these concepts to arbitrarily complex 3D environments, let’s start with an extremely simple setup: a 5 x 5 square grid. The very first thing we do is to represent this environment as a graph. Each node represents a “state” your character can be in. Now let’s add the edges. If you can get from A to B, we say B is “adjacent” to A. An Example Say we want to go from A to T. Suppose we walk to B. explored = []
SourceForge Interview: A New Game Engine
Over at SourceForge, the August Project of the Month is the community-elected VASSAL Engine, described as “a game engine for building and playing online adaptations of board and card games.” Project manager Joel Uckelman sat down to talk about the project’s origins and future. (Editor’s Note: Here’s the link to the project. Hello, Hacker News folks!) Tell me about the VASSAL Engine project. VASSAL provides a virtual tabletop for playing board games live over the net and by email. Click here to find game-developer jobs. What made you start this? Rodney Kinney created VASL (Virtual Advanced Squad Leader) in 1997 as a program for playing Advanced Squad Leader (a tactical WWII combat game). I joined the project in 2006. Has the original vision been achieved? Yes. Who can benefit the most from your project? What is the need for this particular game engine? There are custom programs for some board games. What’s the best way to get the most out of using VASSAL Engine? Read the Users’ Guide.
DICE
The Cellular Automaton Method for Cave Generation
Dear reader, this post has an interactive simulation! We encourage you to play with it as you read the article below. In our series of posts on cellular automata, we explored Conway’s classic Game of Life and discovered some interesting patterns therein. In this post we’ll look at one particular application of cellular automata to procedural level generation in games. An example of a non-randomly generated cave level from Bethesda’s The Elder Scrolls series. The Need for More Caves Level design in video games is a time-consuming and difficult task. We’ll explore more of these techniques in the future, but for now we’ll see how a cellular automaton can be used to procedurally generate two-dimensional cave-like maps. A Quick Review of Cellular Automata While the interested reader can read more about cellular automata on this blog, we will give a quick refresher here. For our purposes here, a 2-dimensional cellular automaton is a grid of cells , where each cell It All Boils Down to a Simple Rule
The Video Game That Maps The Galaxy - The New Yorker
In 1961, members of M.I.T.’s Tech Model Railroad Club created Spacewar, one of the first video games that ran on the university’s hulking hundred-and-twenty-thousand-dollar PDP-1 mainframe computer. Spacewar, like so many of the video games that would follow, took place in the cosmos. The setting was, in part, a practical decision: it was far easier for the earliest computers to render the blank canvas of space than the comparable complexities of rocks, hills, or cities. But, for games like Space Invaders, Asteroids, and Defender, there’s more to the choice of space as a backdrop than utilitarian function. Early games kept the stories simple, but it wasn’t long before these representations of space offered more than merely a place to defend humanity from an alien threat. “In the early nineteen-eighties, a typical home computer would have just thirty-two kilobytes of memory—less than a typical e-mail today,” David Braben, the programmer who created the game with Ian Bell, told me.
indspenceable/mud · GitHub
presidentbeef/kams · GitHub
machine-intelligence/Botworld · GitHub
LewisJEllis/awesome-lua · GitHub