GameDev Tools Weekly - Issue 8 — April 5th, 2021
GameDev Tools weekly made by Alexander Pirogov and Victor Stepanov.
Applying Design Thinking Process in Tool Development
- UX
A blog post by Irene Zhu with a deep dive into a Tools Design approach developed by the Nelson Norman Group. We are currently talking about this blog post in the Vault Club channel of our Discord server
New Blog post by Irene Zhu
— The Toolsmiths (@thetoolsmiths) March 30, 2021
"Applying Design Thinking Process in Tool Development"https://t.co/9jtVUzsCB1
Join the discussion in our Discord!
(invite link here: https://t.co/k5fv1Ud8XY)
history of Nintendo’s creative tools
- history
Source: Dave DeSandro
Here's the recording of Part 1, where I tour all of Nintendo's creative/authoring tools leading up to WarioWare DIY. Had a lot of fun putting this together. If you were touched by Mario Paint as I was, there's a lot of rich context and legacy to uncover. https://t.co/oRPhNAo7BO
— David Cole (@irondavy) April 2, 2021
Docker + .NET + Rider
- .NET
Let @buhakmeh guide you through a new workflow in @JetBrainsRider...
— JetBrains Rider (@JetBrainsRider) April 2, 2021
🐋 Generate Dockerfile for .NET Applications
Add Docker support for Linux/Windows to new and existing #dotnet solutions 👉 https://t.co/qZVn6AfqVs
Rider Unreal Engine Editor integration
- UE
UnrealLink/RiderLink plugins in #RiderForUnrealEngine enable advanced integration between JetBrains Rider and Epic Games’ #UnrealEngine Editor. The plugin allows you to manage your game right inside the IDE https://t.co/thg7hDhEsQ Join the preview https://t.co/WmZD723Pnq pic.twitter.com/mitj4VVxwP
— JetBrains Rider (@JetBrainsRider) April 3, 2021
UV unwrapping smooth shapes
This tiny patch is the first successful unwrap with my new boundary algorithm. It should revolutionize how well I can control how smooth shapes gets unwrapped and packed. Doesn't look like much but I'm very excited about this. pic.twitter.com/jE5153NiCV
— Quel Solaar (@quelsolaar) April 2, 2021
How C++ resolves a function call
- C++
Long but good read: "How C++ Resolves a Function Call" https://t.co/9FtX4o4F50
— Kostas Anagnostou (@KostasAAA) March 30, 2021
Fixing bugs in open-source softwaretools
- Blender
Your Blender live development fix with Sergey starts soon: https://t.co/SySObJZUMB - get your headphones ready #b3d #ASMR 🐞
— Blender Developers (@BlenderDev) March 29, 2021
Are you using unit tests for documenting?
- unit tests
Of course, in this case, there's another solution as well. ASCII graphics! pic.twitter.com/RIm4ljBxue
— Anders Elfgren (@Srekel) March 31, 2021
Have you considered Nim for game scripting?
- engine
checkout Nim
Hotreloading works (in the editor at least, not sure why it wouldn't in a game).
— Anders Elfgren (@Srekel) March 31, 2021
Someone in the Nim community has made bindings, which seems like it'd be a good match. I think game scripting would work well in Nim. Looking forward to see where that goes.
Property Grid in imgui
- imgui
Decided to play around a bit more with my editor tooling and imgui. There's been some pain points but I'm making progress...
— Bobby Anguelov (@Bobby_Anguelov) April 4, 2021
Trying to rebuild my property grid atm... pic.twitter.com/qdVeeKbDHv
You can setup Compiler Explorer locally
- C++
Obligatoryhttps://t.co/yUqeB2YDTB
— Jason Turner (@lefticus) April 4, 2021
Upcoming update for prop placement
- UE
Hey Friends we know we've been quiet, but it's only because we have been working hard towards a bigger update for all of you! In the meantime here is a little snippet of one of the free features coming soon. Subscribe not to miss! 😍 #gamedev #gameart #UnrealEngine #3dart #3D pic.twitter.com/S2z2DUc2u5
— Promethean AI (@PrometheanAI) April 1, 2021
Capture iOS/Andriod log errors in Unity
- Unity
- LiveOps
Building a game on iOS? Find errors before your players do. Check out this short how-to video to see how Backtrace integrates into the Unity editor to help you ship better games, faster. #gamedev #unitydeveloper #iosgamedev #indiegamedev https://t.co/TSUjAO1jwC
— Backtrace (@0xCD03) April 2, 2021
Backtrace’s automated crash & error reporting ensures game quality to help stop player churn. Watch this video for a look into the process of integrating Backtrace to the Unity editor for your Android Games. #gamedev #unitydeveloper #androidgamedev https://t.co/aWqfv22bsz
— Backtrace (@0xCD03) March 31, 2021
How to get File Size in C++
- C++
tl;dr It’s easier with C++17 std::filesystem
How to get File Size in C++? https://t.co/azrFMk0RRo
— Bartlomiej Filipek (@fenbf) April 3, 2021
As usually, we have several options in C++ :)#programming #cpp #cpp17 pic.twitter.com/BF0wwrE5y6
Encode/Decode C strings
- C
Made this little helper page for encoding and decoding C strings. You can type or paste in either pane:https://t.co/FS4C2Dmzp0
— Niklas Gray (@niklasfrykholm) April 2, 2021
(It only supports \n and \t escapes, because those are the only ones I use.) pic.twitter.com/7gkfj2MCQ5
hot-reloaded .c plugins in TheMachinery
- TheMachinery
For my hackday project yesterday, I implemented a .c plugin for #TheMachinery. It let's you add .c files to a project and compile them to DLLs (using zig cc from @ziglang). You can double-click to edit the file and every time you save it is recompiled and hot-reloaded: #gamedev pic.twitter.com/DdgOcIXxqj
— Niklas Gray (@niklasfrykholm) April 2, 2021
Help with getting started with Clang-Format
- C
- C++
- C#
Are you trying to get started with Clang-Format?
— Clang Power Tools (@ClangPowerTools) March 30, 2021
Find the best format style for your code with the #Clang Format Detector. #llvm #devtools #cpp #csharp #objectivec #javascripthttps://t.co/QbxxStgJcE pic.twitter.com/srhJqY3ity
Memory optimization problems are not going anywhere
- performance
Thanks Eric! ❤️
— 🙊Christer Ericson (@ChristerEricson) April 2, 2021
I like to think it's all 100% relevant today still (latencies different, but proportionally same).
"Memory optimization" talk audio/slides video here:https://t.co/HNzCG94Wt1
PPT downloadable here: https://t.co/OomCgTxppp https://t.co/IAdezRdrzO
Crash course on allocations
- performance
Introduction to memory allocators and arenas https://t.co/dYuZmliNoy
— C++ LibHunt (@CppLibHunt) March 31, 2021
Riot Games Tools for investigating problems in the wild
- LiveOps
#RiotTechBlog 🖱️
— Riot Games Careers (@RiotCareers) March 30, 2021
Follow the treasure maps and check out Riot's one-stop-shop console for developers who operate services. https://t.co/CAygqWzRow
The Toolsmiths updates:
-
New discussion of Irene Zhu’s blog post Applying Design Thinking Process in Tool Development in the Vault Club
- The Toolsmiths
finished
migrating the conversations from Slack to Discord - Toolsmiths @ GDC 2021
- GDC Tools Summit
- Join us this summer for:
- GDC 2021 Tools Summit!
- GDC Tools Roundtables
- Join us this summer for:
- GDC Tools Summit
Notable Releases and Updates
The Machinery 2021.3 update
It’s #TheMachinery ‘s year anniversary in Open Beta and we’ve got a new release out. You can check out the notes here #gamedev https://t.co/Osltv3dfYe
— Our Machinery (@ourmachinery) April 1, 2021
miniaudio update
- audio
miniaudio version 0.10.33 has been released. Get it here: https://t.co/GHzupG7Uiz
— David Reid (@mackron) April 3, 2021
#random
Using Scratch to emulate a CPU
Wow... a 6502 CPU modelled in @scratch as part of a full BBC Micro emulator! #RetroComputing https://t.co/2BS6OlJ27T pic.twitter.com/4kxztWGj5E
— Dominic Pajak (@DominicPajak) April 3, 2021
New episode of No Diagnostic Required
- podcast
The year is 2021 and C++ is still the most popular language for gamedev. It’s crucial to understand it’s ecosystem and NDR reall helps with that
No Diagnostic Required. The podcast and YouTube show for C++ Annotated,
— No Diagnostic Required (@ndr_cpp) April 3, 2021
a commentary on the C++ ecosystem from @jetbrains. Check out Episode #4, March 2021. Featuring recent articles by @fenbf, @herbsutter, and a talk by @SeanParent: https://t.co/wNbZbmj11B #cpp #cplusplus
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