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Vector math library codegen in Debug

The Astronauts

This will be about how when in your C++ code you have a “vector math library”, and how the choices of code style in there affect non-optimized build performance. Backstory A month ago I got into the rabbit hole of trying to “sanitize” the various ways that images can be resized within Blender codebase.

Debug 95
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The Top 10 Popular VR Game Development Tools

Logic Simplified

This powerful software allows developers to build their 3D assets and sciences with tools for 3D animation , modeling, rendering, shading, simulation, and more. It provides an intuitive coding environment with intelligent code completion, debugging features, and syntax highlighting, whether you prefer C++, C#, or a combination of both.

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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

If you are interested in the latter, please request to join our testing group to get access to pre-release builds. Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. You can also try the Web editor or the Android editor for this release. This was added by Macksaur in GH-96290.

Beta 106
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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

A dev, Night by Night 00, shared his work on building warpable and wearable materials for games. So I researched the code and prepared to port it to Cocos. The 2D fabric After carrying the code as a whole and adding custom vertex data, you get a most basic 2D fabric effect. ClothDemo for 3.7.3 can all be achieved this way!

Build 98
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Local testing to cloud deployment: development workflows in Amazon GameLift

AWS Games

Once youre ready to transition to Amazon GameLift managed fleets, create an Amazon GameLift managed fleet, then change the game server InitSDK() code call to remove Amazon GameLift Anywhere fleet parameters. Finally, create a build resource and deploy to an Amazon GameLift managed fleet.

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I don’t know if this is confidential or “too technical” for the blog, but how does developing for consoles actually work? As in, what is the workflow like? Obviously, you do all the coding on a PC, but how does the build get tested on consoles? How do you debug on consoles? It would be awesome if you could do a little rundown, but I understand if it’s not possible.

Ask a Game Dev

It has beefier hardware than the retail console (because it needs to be able to hold and run debug builds of the game). Game consoles today typically have plugins for Microsoft Visual studio to handle the remote debugging process. Those text interfaces exist so we can access debug commands.

Console 52
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Getting FPS and Draw Calls from Code

Cocos

On the build config, you will find an option “Debug”. Check it and build again it should appear docs.cocos.com Publish to Web Platforms | Cocos Creator Cocos Creator Docs

FPS 52