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Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.
Coding Helps Kids to Think Like an Engineer Aside from the direct benefits of learning how to write code, many parents want their kids to learn coding online because it helps them think like an engineer. Engineers tackle problems with a tendency to think outside the box. They test their broad-minded hypotheses rigorously.
Efficient Physics Management: Balance Accuracy & Performance Through the PhysX engine from Unity users achieve detailed physics calculations at the expense of heavy system usage. The utilization of Baked Lighting for static region precomputation results in enhanced runtime performance.
It’s called How to Design the Core Engine of Your Board Game. The basic idea of the core engine is “what’s left when you strip a game of mechanics and obstacles. The core engine is a mix of the objective of your game and the feelings you want it to evoke. ” Need help on your board game? Color TV!).
Runtime navigation mesh baking. If you're unfamiliar with the concept of "servers" used in the Godot architecture, you can refer to this past devblog and the documentation. If you're unfamiliar with the concept of "servers" used in the Godot architecture, you can refer to this past devblog and the documentation.
light baking, networking, plugins, pathfinding, etc.). This will be another big task, but with the help of the community we will make Godot Engine even easier to learn, for newcomers and experienced users alike! Many cool new concepts are not showcased yet in demos either, such as scene inheritance or navigation polygons.
Self-testing was my primary form of testing in the first and second versions of the game, when I wasn’t even sure if some of the core concepts would work. If you only have one viable strategy, you could be looking at problems baked into the mechanics or even core engine of your game.
In game engines (or even when exported from the 3D modelling application), animation data is baked to a simpler representation because, for games, processing beziers and IKs is way too expensive for real-time. is out, but for now the priority is to stabilize the engine. A transform matrix is no longer used. They now do.
Kristala does feel like a traditional indie Soulslike game in many ways, but we've also lovingly baked in a ton of elements that will appeal to fans of other genres too. Concept Art. And with a dark fantasy action RPG like Kristala, there's pleeenty of concepts to go around, especially when it comes to weapons and armor.
This is the only place where you'll receive a monthly, in-depth look into the entire development process for 3D dark fantasy ARPG Kristala, an indie game built in Unreal Engine 4 by the incredibly talented team at Astral Clocktower Studios. Concept Art. Welcome back to another magically entrancing issue of the Kristala dev blog.
They've all been doing outstanding work so far, and we're looking forward to integrating all those changes in the engine! This meant that the larger scenes might refuse to bake because they don't fit within the size limits of an image. I have created a crude proof of concept for this. Refactor and UX updates of ColorPicker.
was a massive release, which required large rewrites of the engine codebase and breaking backwards compatibility significantly. If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source game engine, then please consider becoming our patron. Use baked lightmaps instead.
Donations and corporate grants play a vital role in enabling us to develop Godot at this sustained pace, since they are our only source of income, and are used 100% to pay developers to work on the engine. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime.
Whether its a photorealistic RPG or a stylized indie game, every visual element follows a structured journey from concept to integration. Today, advancements in tools like ZBrush, Unreal Engine, and Substance Painter have revolutionized the pipeline, making it more streamlined and efficient.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). The whole API is now a lot more flexible than it used to be. x one, or adopt the new API from 4.0.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). The whole API is now a lot more flexible than it used to be. x one, or adopt the new API from 4.0.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). The whole API is now a lot more flexible than it used to be. x one, or adopt the new API from 4.0.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. To help with the common task of accessing specific nodes from scripts, Juan Linietsky ( reduz ) added the concept of "scene unique names" for nodes in the master branch ( GH-60298 ), and Tomasz backported it for 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). The whole API is now a lot more flexible than it used to be. x one, or adopt the new API from 4.0.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. To help with the common task of accessing specific nodes from scripts, Juan Linietsky ( reduz ) added the concept of "scene unique names" for nodes in the master branch ( GH-60298 ), and Tomasz backported it for 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, and a handful of part or full-time developers, hired thanks to donations from the Godot community.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, and a handful of part or full-time developers, hired thanks to donations from the Godot community.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, and a handful of part or full-time developers, hired thanks to donations from the Godot community.
That’s the core concept from Voodoo. It’s awesome to see some good messaging baked into its core gameplay. We love the concept. It’s because the original version was created on Unity’s old engine. Sprinkling rewards throughout the gameplay, rather than at the end of each level, can make your game all the more fun to play.
In today's issue, we're servin' up some serious updates on a few large-scale, ongoing 3D models and concept pieces. Using a few detailed concepts from our art department, our 3D Character Designer, Bianca, has been working the past few sprints on modeling out each of our three Kota soldier variants and their accompanying armor sets.
Bianca manually did the retopology for the nymph, unwrapped and laid out the maps, baked the details, and started to spend time learning more about texturing in Substance Painter. Although Pete joined our team as a second Concept Artist (and is damn good at it too), he's proven to be an equally talented Character Modeler. Concept Art.
Baked Lighting. Plan for lighting early, from concept art to level design. Learn the lighting features in your game engine and explore software like Unreal Engine, Unity, or Blender. Creates real-time reflections on flat surfaces like water or polished metal using the information already on the screen. Light Probes.
but feels silly when half the problem is engine crashes, hard to disentangle whether this is also a player QoL design problem worth solving STEALTH / LEVEL DESIGN NOTES This is maybe Arkane Lyon's least stealthy game yet. Not that her concept makes much sense; why does this apocalyptic suicide cult leader like poison gas specifically?
Post launch, those were replaced by a re-engineered version of “Crew Expendable” from the original MW. Concepts like seasonal content, the introduction of event-based currencies, VIP stores are only a few examples of common practices in China in the mid to late 2000s, way before any western game started to adopt them.
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