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I liked the idea of climbing / descending a big weird tree, and building it in Quake would be a big challenge, so that's what I prototyped first. This early prototype felt weird to play, because the player could just run around the big open landscape and lead monsters on a big chase.
Being able to pinpoint bugs in the core Unreal Engine code, fix them, and submit patches to Epic is how modern software development works. Comparatively, Unity is closed source, and even if you go to the trouble of filing a bug report you'll still have to wait a year for an official bug fix if you're lucky.
This finally leads me to prototyping and validation. But after the “installation fee” fiasco a few weeks ago, I started having a more pragmatic view on what Unity provides me and what it doesn’t, and I realised that a huge chunk of my development time is spent fighting with Unity’s bugs and shortcomings. It was a disaster!
This new beta 3 build comes shortly after last week's beta 2 to fix some of the regressions and bugs reported against that release. Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ).
It focused mostly on fixing bugs and therefore we were somewhat conservative on what could be merged before the release. CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Various bug fixes for 2D and 3D.
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds (new in 3.2.4 CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ).
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). tinyexr 1.0.0,
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). mbedtls 2.16.9,
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). mbedtls 2.16.9,
stable release to bring the numerous new features and even more important bug fixes to all Godot users. CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ).
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. Bug reports. mbedtls 2.16.9, zstd 1.4.8).
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. Bug reports. mbedtls 2.16.9, zstd 1.4.8).
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. Bug reports. mbedtls 2.16.9, zstd 1.4.8).
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. Bug reports. mbedtls 2.16.10, miniupnpc 2.2.2,
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. Bug reports. mbedtls 2.16.10, miniupnpc 2.2.2,
x updates with bug fixes, but also new features as long as they don't require breaking compatibility. x), we're going back to a stricter application of semantic versioning and those releases will only contain bug fixes and usability/documentation improvements. When we released Godot 3.2 This led us to have a quite feature-packed 3.2.2
still needed refinement, and thus a lot of work was poured into those areas to improve the usability, implement missing components and fix bugs reported by our growing userbase. branch, we will keep maintaining it with relevant bug fixes and platform-specific changes in the coming months (notably with a 3.1.3 January 2018) and 3.1
Lumencraft is a top-down shooter with base-building elements where you're a lonely little digger sent into bug infested underground caves. Paweł and I are teaching classes on simulations and game dev that are heavily based on Godot Engine mostly due to Godot being perfect for fast prototyping. That one was tricky.
Although the role is highly creative, it is also quite technical, and modelers must be able to determine scale, optimize geometry and renders, and troubleshoot software issues and bugs. 3D modeling software 3D modelers use a range of software for modeling, sculpting, and texturing.
Lots and lots of driver bugs in mobile and desktop. Even modern flagship devices still ship with crippling driver bugs. After several months of deliberation and prototypes, we settled on a really good approach to axis mapping , courtesy of Gilles Roudiere ( Groud ). the equivalent specification for OpenGL ES 3.0).
How does Bunny Wizard feel different to play than say, Omar Evans, the bug ninja? But I think part of the rich texture of these games is created by there being a lot of potential things that can get played by the opponent, or drawn by you, and a lot of combinations that are possible. (I’m “Spellstorm 2.0”
We rather think of an ideal or prototype bird like this one over here from a kid's science book. To not be bound to it I picked the third creature (the bug like one) randomly from the folder. I admit having trouble with exporting textures and stuff sometimes in the past, but at the moment I think it does its job quite well.
Our approved prototype has one player completing one quest in an environment where there are a few enemies and a handful of different guns and gear. This would include concept artist, environment artist, lighting artist, texture artist, prop artist, producer to keep track of it all, QA to test it, etc.
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