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Title of Gamedev: "Game Development Stack Exchange"

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Message frequency:  20.18 / week

Message History

I'm pretty new to making games, so excuse my ignorance if I say something stupid. I'm coding in cpp with raylib as a graphics thing. What I basically wanted to do is have procedurally generated planets with vastly different terrains, biomes, etc. Think No Man's Sky but 2D. How could I possibly do this?

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I'm adding deceleration to my player character, decreasing their velocity over time when the player releases the direction keys.

With the code below, at non-perfect angles, the character seems to re-adjust or curve their direction. This is a video that shows the i...

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I'm using blender to create assets to use in Unity3D, and I'm having some trouble understanding how the smooth/flat shading interacts with shadows, I'm sorry if it has been asked before, but all the "related" answers refer only to the shading of the object itself, not the shadow it casts.

I'm a 3D artist, I do not understand Unity and the mechanics behind it the same ...

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Yello.

Wanting to add de-acceleration, or an overtime decrease in velocity if that makes more sense, to my Player. I have done so, but at non-perfect angles the player seems to re-adjust or curve their direction.

I am still a heavy beginner when it comes to Godot, so I am not entirely sure how to fix this issue. Below is a snippet of the movement code:

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I'm using unity2D and C#, and I have a code for touch screen:

if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0); if (touch.phase == TouchPhase.Began) { startTime = Time.time; startPos = touch.position; } else if (touch.phase == TouchPhase.Ended) { endTime = Time.time; endPos = touch.position; swipeDist = (endPos - startPos).magnitude; sw...

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