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A member registered Mar 14, 2014 · View creator page →

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That was great! I managed to bring a friendly chair along with me to the exit after a while. Love the fact that the co-workers field-of-view is explained by their phones :P

Works well in the demo on GitHub, and I like the simplicity of it. Really effective too!

A fun little puzzler, was very satisfying to make everything fall down!

Nice! Could be fleshed out into an interesting survival/score-attack type game.

I spent a few minutes timing jumps to hop over oncoming bowling balls, and that felt pretty satisfying, so good job!

7D3D #3 community · Created a new topic The jam is over!

The jam has ended! Thanks for taking part.

Just a few things of note: If you missed the submission deadline but still have something to submit, feel free to post a link to your entry on the #submissions channel on our Discord (https://discord.gg/QMbASyu) and submit a postmortem to either the Discord channel or as a topic in this community page!

We'll be running a survey on the next run of the competition in a few months, so look out for that on Discord or on our Twitter account (https://twitter.com/7d3djam). The survey will be to help us determine a good timeframe for the second run of the jam this year, and whether or not people would like ranked or unranked entries among other things.

Updated the distribution, might or might not be a smoother experience this time. Give it a go if you have time and we'll see if I got it right this time!

Ah yes, it's been a while since I've shipped a C++ executable. The error you're getting probably means I missed a DLL dependency, and the AV/Browser blocking is most likely because I didn't switch to a release build (Executable still has debugging symbols and such, as well as a console window).

I'll see if I can get that fixed a bit later!

My little framework/renderer/engine is basically "complete" (In that I managed to integrate the systems I wanted), and I'm now toying around with adding a bit of interactivity on top of it. So between 50%~100% depending on how much work I end up putting into it over this last stretch.

I'll pitch in with my stack too!

Engine: The Full-Custom Hastily-Thrown-Together Lumps of Source Code Mk. 2 (Custom C++ base using GLFW and GLAD)

3D: Blender

2D: Aseprite (Going for low-res pixel art textures to save time)

Music/SFX: OpenMPT, Famitracker, BFXR.

Gave it a play. The game doesn't control very well, has too weighty of a feel to it. If you're wanting platforming as a part of your core gameplay experience, you should allow for more air control unless the jumps are designed around uncontrolled jumps. But given the time you spent on it, and this being a learning experience, don't take that too harshly - also props for trying UE during a jam, most people run to Unity for quick 3D. 3/5.

Welcome! Getting started on the road to 3D Development can be a sticky process if you don't know where to begin.

Heck, it can be difficult even if you do have some inkling as to what to do. So here are a few resources to help you get a leg up.


Core-S2 3D Tutorial (Link)

A decent in-depth tutorial on implementing a software renderer with JavaScript and HTML5.


Tutorial Series: Learning how to write a 3D soft engine from scratch in C#, TypeScript or JavaScript (Link)

I've skimmed this series and it seems to have some useful information within. Your mileage may vary depending on your specific development setup.


The Flipcode Archives (Flipcode Archives)

An old classic resource for people wanting a peek into development in the late 90s to early 2000s. 

Would personally recommend Raytracing Topics & Techniques, 3D Geometry Primer, The Art of Demomaking and Building a 3D Portal Engine.


The Graphics Programming Black Book by Michael Abrash (HTML release by James Gregory)

Another timeless classic. I'd recommend giving the optimization chapters a miss (You're on a time budget!), but this book contains valuable information if you're trying to create your own software renderer!

And if you're really into doing things the old way, DOSBox and the DJGPP compiler are your friend! (The jam welcomes entries for any platform!)


Black Art of 3D Game Programming by Andrè LaMothe (Read on Archive.org)

A very colorfully written introduction to 3D game development through the lens of the mid 90s. 

I recommend giving at least Chapter 10 (3D Fundamentals), even if you plan on using an existing engine. The fundamentals are often taken for granted, and this book does an excellent job at demystifying them!

Further recommendations are welcome!

Welcome! Getting started on the road to 3D Development can be a sticky process if you don't know where to begin.

Heck, it can be difficult even if you do have some inkling as to what to do. So here are a few resources to help you get a leg up.

The Flipcode Archives (Flipcode Archives)

An old classic resource for people wanting a peek into development in the late 90s to early 2000s. 

Would personally recommend Raytracing Topics & Techniques, 3D Geometry Primer, The Art of Demomaking and Building a 3D Portal Engine.

The Graphics Programming Black Book by Michael Abrash (HTML release by James Gregory)

Another timeless classic. I'd recommend giving the optimization chapters a miss (You're on a time budget!), but this book contains valuable information if you're trying to create your own software renderer!

And if you're really into doing things the old way, DOSBox and the DJGPP compiler are your friend! (The jam welcomes entries for any platform!)

Black Art of 3D Game Programming by Andrè LaMothe (Read on Archive.org)

A very colorfully written introduction to 3D game development through the lens of the mid 90s. 

I recommend giving at least Chapter 10 (3D Fundamentals), even if you plan on using an existing engine. The fundamentals are often taken for granted, and this book does an excellent job at demystifying them!


Further recommendations are welcome!