Half-Baked Girls - Story Introduction
Indie DB
OCTOBER 6, 2024
Let's talk about how the story begins in Half-Baked Girls out now on Steam.
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Indie DB
OCTOBER 6, 2024
Let's talk about how the story begins in Half-Baked Girls out now on Steam.
Game Developer
JUNE 6, 2024
A fond look back at video game cookbooks and the delicious dishes that inspired them, including a recipe based on The Sims 3.
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Game Development News
APRIL 24, 2023
GamesAid is hosting its first ever national baking competition and sale
The GameDev Guru
JUNE 8, 2020
Today, I had the pleasure to interview Ian Deane, the developer behind Mesh Baker. This famous Unity asset lets you drastically reduce your draw calls so your game runs at substantially higher frame-rate. Let's see what he has to say.
Cocos
MAY 4, 2024
The common workflow in developing 3d game is importing an exported model from DCC. In case this model contains an animation, how do I know the final position of the model in world coordination?
Game From Scratch
OCTOBER 15, 2024
This is a Swiss army tool for 3D artists for baking, texturing and rendering. GameFromScratch.com Marmoset Toolbag 5 Released Coming 4 years after the previous release Marmoset have just released Marmoset Toolbag 5. Marmoset is available for Windows and MacOS with a 30 day fully functional trial available (email address required).
PreMortem.Games
SEPTEMBER 4, 2023
Drømmekage (Danish Dream Cake) Cake: 9 oz all-purpose flour / 9 oz sugar / 2 oz butter / 3 eggs / 4/5 cup milk / 2 tsp baking powder / 1 tsp vanilla sugar (or vanilla essence) Topping: 4 1/2 oz butter / 1/5 cup milk / 7 oz brown sugar / 3 1/2 oz coconut flakes Instructions: Whisk eggs and sugar until fluffy.
Cocos
AUGUST 21, 2024
I use baked animation but it just a little help. My 3d model animation work fine in preview. But when i put it in scene and run, It’s have a mistake of render at the teeth and neck of character like the picture below. The teeth can see through the neck. My project here: BugCocos.zip - Google Drive
Cocos
MAY 14, 2023
The essence of offline culling is: pre-baking scene visibility and quickly culling unseen models during rendering. Baking)Divide the area into a certain number of culling blocks, and use the ray searching algorithm to pre-record the visible models of different blocks in the editor. Bake : Click to bake.
Cocos
JULY 1, 2024
I use baked animation but it just a little help. My 3d model animation work fine in preview. But when i put it in scene and run, It’s have a mistake of render at the teeth and neck of character like the picture below. The teeth can see through the neck. My project here: BugCocos.zip - Google Drive
Cocos
JUNE 28, 2024
I use baked animation but it just a little help. My 3d model animation work fine in preview. But when i put it in scene and run, It’s have a mistake of render at the teeth and neck of character like the picture below. The teeth can see through the neck. My project here: BugCocos.zip - Google Drive
CG Spectrum
FEBRUARY 1, 2023
Texture baking Texture baking allows you to generate 2D texture maps from a 3D model's high polygon count and is a technique used particularly in video games. Baking takes into account the lighting, shadows, and other surface details of the high polygon model and transfers them onto the texture maps.
Game Development for Beginners
MARCH 26, 2023
In our last tutorial on Unity lights, we learnt that baked lights do not affect dynamic objects. You can very well use a real time light to solve this issue but having multiple real time lights in your scene can really affect the performance. Also, gameobject are affected only by direct light in case of. Read more
Cocos
MARCH 26, 2023
Editor • Support baking high-precision lighting maps to get a better baking effect. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately. Improvements • Move the Light Bake entry from the top item settings menu to the panel menu. •
The GameDev Guru
NOVEMBER 10, 2020
See what's a better fit for you: baked GI, screen-space GI and ray-traced GI. Let's get back to ray tracing with Unity global illumination.
Cocos
JULY 1, 2024
I use baked animation but it just a little help. My 3d model animation work fine in preview. But when i put it in scene and run, It’s have a mistake of render at the teeth and neck of character like the picture below. The teeth can see through the neck. My project here: BugCocos.zip - Google Drive [image]
Cocos
MAY 4, 2024
I have a baked SkeletalAnimation which I want to create a RigidBody2D for detecting collision with a 2D bullet. How can I do this? I try to add a RigidBody2D component to the object but then it disappears from the screen.
Cocos
MAY 17, 2024
I have created a Prefab containing a baked skeletal animation and a typescript. After some effort, I have observed something: The animation can only play if I check the Play on load in the editor. No matter how I try to use play() inside the script, the animation will not run.
Cocos
APRIL 30, 2024
I don’t know if this is relevant but my prefab is created by importing a baked animation from Maya. _startAnim = true; console.log('start anim: ' + this._startAnim); _startAnim); } } } However, I cannot see anything in the console.
Nvidia
OCTOBER 28, 2021
Because the lighting is baked in, it’s difficult to test out multiple lighting scenarios. Theia could have pre-baked all of the configurator customization options, but that would have resulted in thousands of configurations for custom models. So pre-baking all of those options would have been nearly impossible.
Cocos
MAY 4, 2024
I have created a Prefab containing a baked skeletal animation and a typescript. After some effort, I have observed something: The animation can only play if I check the Play on load in the editor. No matter how I try to use play() inside the script, the animation will not run.
Logic Simplified
AUGUST 5, 2024
With that I have to create a low poly model of the gun on which we will bake the high poly details. Baking (Transfer high poly details in low poly model) The next step is extremely important. We have to properly bake the high poly mesh details into the low poly mesh. They define how the texture wraps around the model.
Nvidia
NOVEMBER 6, 2023
With a prebaked lighting setup, you can incorporate thousands of baked lights without impacting performance, except for the bake time. There’s a significant concern regarding artistic freedom when working with a fully dynamic GI system.
Mircosoft Game Dev
MAY 8, 2020
Most scenes bake in seconds instead of minutes or hours. branch uses state of the art algorithms to ensure the maximum possible quality: Bakes geometry to lightmap coordinates using the actual rendering code, so any existing shader or material works. Allows baking dynamic and static lights. Features of the new Godot 4.0
Mircosoft Game Dev
DECEMBER 13, 2017
The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Lightmapper looks pretty nice: Of course, GIProbe still has the advantages of being real-time, easier to set up (no unwrap or bake), supports rough refletions (which look great), and light affects dynamic objects more accurately.
Mircosoft Game Dev
MARCH 1, 2021
Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. Cornell box test using baked indirect lighting. My latest big contribution to the engine is the new CPU lightmapper, which will be landing with the 3.2.4 Scene by NHodgesVFX. finish line.
Catnip Games
MARCH 19, 2022
They are now baked into tiles, so map editing is much easier. I got rid of that and switched to a polygon based approach which plugs into Box2D. Material polygons are created as invisible objects in Blender and exported into the game. I also changed the way fences are placed on the map.
Mircosoft Game Dev
FEBRUARY 19, 2020
Runtime navigation mesh baking. Now the NavigationRegion can be added during gameplay, and it's possible to change its transform or even bake the navigation mesh data at runtime. Remember to hit the button Bake NavMesh to bake the navigation data, as you used to do in 3.x! Runtime baking. Multi-threading safety.
Deconstructor of Fun
APRIL 25, 2022
This post is written by the fantastic Game Bakery substack team of Chase, Zixuan, Haiyin, Caitou, Fish, Amy, Chow, Jing, Wanzi and edited by Caitou, Rob. Sign up for their newsletter to be informed when the latest deconstruction drops. From our sponsor: Do you need funds to finish, release, or promote your game?
Deconstructor of Fun
OCTOBER 21, 2024
This misalignment often leads to half-baked adaptations that fail to capture the essence of the original game. This isn’t just about chasing the biggest, hottest IP: If you’re not going to have a partner on the other side that wants to be a partner , not just a licensor, it’s not going to work.
Cocos
JANUARY 31, 2024
Fixed the issue where moving the probe point after baking the light probe caused the loss of the baked effect of the probe. Fixed the issue where the simulator might crash when using a custom pipeline. Fixed the issue where modifying the rect value of the camera did not take effect in the scene.
Nvidia
APRIL 1, 2021
Traditionally, most lighting is baked offline, computing just a handful of “hero” dynamic lights at runtime. RTX Global Illumination (RTXGI) RTXGI provides developers with a scalable solution for multi-bounce indirect lighting without light leakage, time-intensive offline lightmap baking, or expensive per-frame costs.
Nvidia
DECEMBER 20, 2023
Back then, cinematic-quality rendering required computer farms to slowly bake every frame. Back then, cinematic-quality rendering required computer farms to slowly bake every frame overnight—a painstaking process. Six years ago, real-time ray tracing was seen as a pipe dream.
Mircosoft Game Dev
MAY 24, 2021
Notably, Windows users could experience crashes when baking lightmaps. was thus subject to this crash when baking lightmaps. was released a month ago , and we had a first maintenance release last week with Godot 3.3.1. A few regressions made their way among the many bug fixes of 3.3.1, so here's another maintenance release to fix them.
Awesome Tuts
JANUARY 2, 2023
Well, Unreal Engine has 2 different lighting methods: baked (static) lighting and dynamic lighting. But if a character passes in front of baked light it will not display his shadow at all. Static and Stationary Movable options are for baked lights, and Movable is for dynamic lights.
Nvidia
APRIL 9, 2021
Traditionally, game developers have baked most lighting and supported a small number of “hero” lights that are computed at runtime. RTXDI: Details on Achieving Real-time Performance RTXDI offers realistic lighting of dynamic scenes that require computing shadows from millions of area lights.
Nvidia
APRIL 14, 2021
RTX Global Illumination provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. RTX Direct Illumination lets artists add millions of dynamic lights to game environments without worrying about performance or resource constraints, in real time.
Raph Koster
JULY 3, 2024
On UO, we could only change the totals every 64 tiles, and we couldn’t reflect it visually at all, because the map was baked down and static). Like UO, every “tile” knows what materials it is. Unlike UO, they can change. (On Like SWG, we have the notion of these materials actually having varying statistics.
Nvidia
FEBRUARY 10, 2021
Q: Does the scene have to be pre-baked in any way to use ray tracing and/or path tracing? Pierre: The path tracer does not require any pre-baking, thanks to its more brute force (and slower) approach to lighting.
Nvidia
MAY 26, 2021
Nanite intelligently streams and processes only the detail you can perceive, largely removing poly count and draw call constraints, and eliminating time-consuming work like baking details to normal maps and manually authoring levels of detail. This allows users to focus less on tedious tasks and more on creativity.
Mircosoft Game Dev
OCTOBER 7, 2020
Baked SDF Collision. It bakes an area of a custom resolution as a signed distance field. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Still, for complex interiors, creating all the collisions with boxes and spheres can be a hassle.
The Bottom Feeder
MAY 29, 2024
Some of them were very half-baked. (If that happens today at all, it’s very rare.) Dragon has tons of new character types. Some of them were cool and even got promoted to the main game. Barbarian, for example.) The Oracle, forever, sucks in a fight, but it is 100% able to predict that it will suck in a fight.
Cocos
MAY 5, 2023
It includes three passes. DeferredGBufferPass DeferredLightingPass DeferredPostPass Pipeline Selection Next, let’s see how to decide which rendering pipeline to be used in Cocos Cyberpunk.
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