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The 2025 edition of the survey was answered by 100 speakers and provides some insight into the sentiments of industry experts on the conference trail. One third of surveyed Devcom speakers aren't sold on AI tools Devcom speakers were also quizzed on other hot topics such as AI and burgeoning development costs.
You can buy the game on Steam , and follow the development on Twitter. is jam-packed with new features despite having a much shorter development period than 4.3. Game window embedding was implemented to support our recent interactive in-game editing feature. development cycle. ended up making it into 4.4 New in Beta 1!
As you know, the approach of the industry is to launch at a premium price, sometimes with special editions, and over time, typically to reduce the price to enhance the overall size of the market," he explained. We help you gain critical insights and make more informed decisions across your business priorities.
Chris Kerr , Senior Editor, News , GameDeveloper.com August 8, 2025 6 Min Read Photograph via VGHF / Logo via Game Developer Oh, you're back. I also read some insightful articles from the fine folks over at Kotaku, Game File, and IGN—all of which have been smuggled into this week's edition. Want to stay in the know?
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. In this episode of Gamecamole, we will investigate Cookie Run: Kingdom from the South Korean developer Devsister, a card battling RPG mobile game that became a cultural phenomenon in 2021.
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.
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. The introduction of RT and Tensor Cores and the development of DLSS played pivotal roles.
EDITOR Features ● Support for manually inputting iOS developer accounts. Fixed the issue of failed compression after configuring Custom Compress Format for texture in the project protocol program ● Fixed the Add Component button not showing in the Inspector panel after exiting animation editing mode.
Edit 22.12.2017: Windows binaries (both the editor binaries and the export templates) have been replaced by versions without OpenMP support, the latter forcing the installation of the MS Visual C++ Redistributable 2017 to get the OpenMP DLL. beta 1 development snapshot , it's time for another beta release to bring us closer to the final 3.0
It won't just happen that hundreds of lines of class descriptions are written by the core devs; their time is much better spent developing the great features we are all so fond of waiting for. Basically the workflow is to fork and clone Godot's source repository, edit the doc/base/classes.xml file and make a pull request for your changes.
For someone who didn’t know Cocos Cyberpunk, it is an open source 3D TPS (Third-person Shooter) game, developed by the Cocos Engine team, which can be published to iOS, Android and Web. 5、scene The cube textures produced by the Reflection Probe baking system will be automatically saved in a folder specific to each scene.
All Godot contributors are delighted to release our latest milestone today, Godot 3.3 , after more than 7 months of development! While most development focus is on our upcoming Godot 4.0 x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience.
Cocos Cyberpunk is a complete open-source TPS 3D game developed by the Cocos Engine team to showcase the engine’s capabilities of making heavy 3D games and boost community learning motivation. I hope to help everyone advance further in 3D game development. Check the Edit checkbox, and the Render Pipeline Graph window will pop up.
In short, Unity Cinemachine opens up an entirely new world of opportunities for animation, game design and development, and directors working with virtual cameras. It completely transforms the landscape of game development, digital animation, and especially in-game camera systems. What Is Unity Cinemachine?
After a bit more than one year of work, the Godot developers and contributors are delighted to get their new release out the door, Godot 3.1 ! Donations have played a vital role in enabling us to develop Godot at this sustained pace. Unsupported features will not be visible when editing materials. Use baked lightmaps instead.
A few late features have also been included because they were too good to keep waiting (such as improved Inspector subresource editing and node copy-paste support ). Improved Inspector sub-resource editing. Editor: Improved Inspector sub-resource editing ( GH-45907 ). Godot 3.2.4 As a reminder, since 3.2.4 0 , libasound.so.1
Improved Inspector sub-resource editing. Note for Linux builds: use_static_cpp=yes and udev=yes are now the default values, so you need libudev and libstdc++-static development packages to build in optimal conditions. Editor: Improved Inspector sub-resource editing ( GH-45907 ). Multiple fixes to one-way collisions.
Improved Inspector sub-resource editing. Note for Linux builds: use_static_cpp=yes and udev=yes are now the default values, so you need libudev and libstdc++-static development packages to build in optimal conditions. Editor: Improved Inspector sub-resource editing ( GH-45907 ). Multiple fixes to one-way collisions.
Improved Inspector sub-resource editing. Note for Linux builds: use_static_cpp=yes and udev=yes are now the default values, so you need libudev and libstdc++-static development packages to build in optimal conditions. Editor: Improved Inspector sub-resource editing ( GH-45907 ). Multiple fixes to one-way collisions.
After 4 months of development it's time to aim for the 3.2.4 Node: Fix Editable Children issues with node renaming, moving, duplicating and instancing ( GH-39533 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). You can try it live with the online version of the Godot editor updated for this release.
Note for Linux builds: use_static_cpp=yes and udev=yes are now the default values, so you need libudev and libstdc++-static development packages to build in optimal conditions. Node: Fix Editable Children issues with node renaming, moving, duplicating and instancing ( GH-39533 ). C#: Official builds now use Mono 6.12.0.114.
with 17 alpha builds distributed in 2022, and continuous development effort since 2019. the sooner we can start the next feature development cycle for 4.1! with a new project to test out exciting new features and provide valuable feedback to the development team before 4.0 It has been a long road to Godot 4.0 is set in stone.
After 9 months of development, Godot 3.5 While most development focus is on our upcoming Godot 4.0 x branch to develop and publish their games today, so it's important for us to keep giving Godot 3 users an improved gamedev experience. This feature was originally developed for Godot 4.0 both small and large.
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! Just set up the probe bounds and do a fast pre-bake of static objects. It was mostly developed by karroffel , and it's truly amazing. This allowed me to spend more time helping other contributors.
development branch (see our release policy for details on the various Godot versions). With this second Release Candidate , we have frozen feature development and are nearly ready to release the stable version. Editor: Fix MeshInstance2D edit rect ( GH-54070 ). The upcoming Godot 3.4 if something that worked fine in 3.3.3
development branch (see our release policy for details on the various Godot versions). With this third Release Candidate , we have frozen feature development and are nearly ready to release the stable version. Editor: Fix MeshInstance2D edit rect ( GH-54070 ). The upcoming Godot 3.4 if something that worked fine in 3.3.3
development branch (see our release policy for details on the various Godot versions). With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). The upcoming Godot 3.4
development branch (see our release policy for details on the various Godot versions). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Scene: Fix loading packed scene with editable children at runtime ( GH-49664 ). The upcoming Godot 3.4 if something that worked fine in 3.3.3
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. If you've been enjoying our monthly development updates, we wanna hear about it!
Firstly, and most importantly, because it is a work of collective genius - every member of the Sick Puppies development team was brilliant at what they did, and together we made something incredible. And that was baked into the design from the beginning. You can see them all on this brilliant poster that came with the Special Edition.
Brainstorming, writing, editing, and workshopping text! What are the common technical pitfalls to avoid with regard to font choices, text string composition (especially regarding item names), baked-in text, etc? Creative writing. What goes into a localization kit, especially a glossary? Organization.
Welcome back to the newest issue of the Kristala Dev Blog, a monthly compilation chronicling all the magic and mystery the Astral Clocktower Studios dev team puts into indie ARPG Kristala every development sprint. As is the case with all sprints, Allie spent the past month dabbling in a bunch of different aspects of development for Kristala.
Join my community of over 2,000 game developers, artists, and passionate creators. Splendor is a game of chip-collecting and card development. The sun shines brightly on the canopy of the forest, and the trees use this wonderful energy to grow and develop their beautiful foliage. Need help on your board game?
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