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Experience first-hand how Amazon Web Services (AWS) for Games helps build breakthrough gaming experiences at the Game Developers Conference (GDC), March 17-21, 2025 at the Moscone Center in San Francisco. Visit the demo-packed AWS booth (#S927): Engage with purpose-built solutions from AWS that span the entire game development lifecycle.
A dev, Night by Night 00, shared his work on building warpable and wearable materials for games. Though not fully complete, the demos already show a lot of progress, and the developer is selling their findings on the Cocos store for Chinese developers. Try it out now (Note the demo is in Chinese): ClothDemo for 2.x
From creative sparks to render farms, we'll explore every nook and cranny of the VFX universe, sharing battle-tested techniques that'll make even the trickiest effects look like a walk in the digital park. Free Sign Up The Building Blocks of VFX Magic Ever wondered what makes those jaw-dropping visual effects pop off the screen?
We seek to build long-form interactive storytelling that features the tactile interactions and transition heavy animation that we’re familiar with. Build games holistically Although the debut game Genesis Noir was quite successful, the team at Feral Cat Den didn’t immediately start working on a sequel. “We
There are many aspects to consider when building a game. This requires a lot of knowledge, skills and time to build and integrate all the components. Fortunately the Unity 3D platform has a great selection of packages and assets to accelerate the build of tools, models, shaders, sound effects, animations etc. Universal RP.
Developers of middleware, tools, and games can use NVIDIA ACE for Games to build and deploy customized speech, conversation, and animation AI models in software and games. This toolkit assists you in building accurate, appropriate, on-topic, and secure game characters. 2: Heart of Chornobyl.
Kairos demo evolves with new technologies from Convai In collaboration with Convai , NVIDIA showed the latest version of the Kairos demo to showcase how next-generation AI NPCs will revolutionize gaming. NVIDIA ACE in the Convai pipeline Here’s a look at the new Kairos demo. You can deploy anywhere with NVIDIA AI Enterprise.
NVIDIA at GDC 2023: Frame Generation and Path Tracing Tools Now Available Generate frames with the latest breakthrough in AI rendering Announced with the NVIDIA Ada Lovelace architecture, DLSS 3 raised the bar not just for visuals but also performance and responsiveness. Watch the demo video to learn more. Video 2.
Demos RTX Technology Showcase Experience the latest NVIDIA RTX technologies available in Unreal Engine 4. Toggle ray tracing on and off between reflections, shadows and translucency to see the impact these features have on NVIDIA’s Attic demo and what they could bring to your project. Learn more here.
Being a part of CG Spectrum’s lively online community—filled with students, alums, and mentors all offering support, guidance, and sharing their journeys—has given me the opportunity to build so many meaningful connections and lasting friendships. Now, I would be meeting some of these people in the flesh!
But we're not there yet and we'll keep having frequent alpha builds until we're ready to slap the beta label on the engine. Update 2022-07-29 @ 10:30 UTC: A regression was found in the original build that prevented exporting projects to Windows and Linux with official templates. Feature build profiles for custom builds.
While normal maps have been a staple of the Godot render engine for years, new capabilities of the render engine introduced in Godot 3.1 Header picture derived from fracteed 's Parallax Heads demo (CC-BY 4.0).
IMPORTANT: This is an alpha build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.0 There is also no guarantee that projects started with the alpha1 build will still work in alpha2 or later builds, as we reserve the right to do necessary breaking adjustments up to the beta stage.
Thanks to the wonderful work of Christoph Haag in porting the OpenHMD Godot plugin to OpenXR, Collabora was able to show off Godot running Calinou's port of the Sponza demo on Linux using a Vive headset back in early 2019. You can read their news article here. We've also made a start on documentation for the plugin here. Godot 4 and OpenXR.
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. macOS: Disable window redraw during resize, when rendering in the separate thread ( GH-58738 ). Visual Shader: Add varying support ( GH-58750 ).
The multiplayer demos have been updated with this change, and you’ll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API. Lots of rendering changes. OpenGL3: Add 2D lights to canvas renderer ( GH-67335 ).
The multiplayer demos have been updated with this change, and you'll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API. Lots of rendering changes. OpenGL3: Add 2D lights to canvas renderer ( GH-67335 ).
Getting a demo out well ahead of the release date allowed the team to receive feedback and make some changes ahead of time. Where the sudden ascent of fog renders navigation deadly and where sea creatures emerge from the depths to nibble on boats under the shroud of night.
Getting a demo out well ahead of the release date allowed the team to receive feedback and make some changes ahead of time. Where the sudden ascent of fog renders navigation deadly and where sea creatures emerge from the depths to nibble on boats under the shroud of night.
comes closer and closer, we wanted to spend some words to clarify the direction that Godot 4 has taken in regard of rendering back-ends. The renderer design and all resulting code had to be re-implemented entirely from scratch in order to support Vulkan and modern rendering techniques. The GLES2 renderer in Godot 3.x
NET 6 support no longer requires libnethost, makes it easier to build( GH-65438 ). However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. from the Project Manager ( GH-64927 ). for instructions.
Fix GDScript bug causing return values to be reset in release builds. However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. GDScript: Fix resetting return value in release builds ( GH-62317 ).
Building the scene using Gaea, Unreal Engine, and Megascans. In the second last week of the course, my landscape shot was crashing all the time when I tried to render it in Sequencer (never render only until the last moment!). Virtual production real-time workflow demo with Deepak Chetty. UNREAL CONNECTORS PROGRAM.
While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 Some noteworthy changes in this release: Re-enable support for Web exports using the OpenGL 3 / WebGL 2 renderer. The Web editor build is not functional yet. The Web editor build is not functional yet. alpha builds. for instructions.
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. Rendering: Add multiview support to the clustered forward renderer ( GH-49092 ). macOS: Add missing global menu features ( GH-59410 ).
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. Rendering: Add color pass flags to Forward Clustered renderer ( GH-59205 ). Rendering: Ongoing refactoring work ( GH-59385 ). (
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. Rendering: Various bug fixes to both shaders and the Vulkan setup (including updating to Vulkan SDK 1.3.204 ). Known issues.
This new open, cloud-native platform makes virtual collaboration easy for creators, researchers, and engineers on photorealistic rendering projects. Join today for free and get access to the tools and training necessary to build on the NVIDIA technology platform. We’ll show what USD is and how assets are constructed with it.
If you missed the live show, see the prerecorded version of this demo. In this new demo, inspirational images of any real-world textures can be turned into AI brushes that artists can use for painting in 3D. It enables the interactive addition of local details with infinite texture variations and realistic transitions.
We released a first alpha build last week, and we want to keep a relatively short iteration cycle on future alpha and beta builds until the final 3.2 The new official buildsystem that our contributor Hein-Pieter van Braam-Stewart ( hpvb ) set up for us is now quite efficient, so we can roll out builds fast and easily.
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. Buildsystem: Upgraded official build system to newer toolchains ( build-containers#104 ): Windows: MinGW GCC 11.2.1 macOS builds in 4.0
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. Core: Remove argument name strings from release builds ( GH-59932 ). Rendering: More work on splitting up RendererStorage ( GH-59984 ).
We also have added a new demo project that will share many of the new upgrades that have come with 3.7 Cocos Creator 3.7.1 fixes many bugs that were found by the staff and developers when upgrading to 3.7. We appreciate your help and work to improve the engine. and previous updates. You can download it from the Cocos Store.
SetLayerOrder can be used to make sure that the various sprite renderers will appear in the correct order. SetLayerOrder sets the order for both the avatar and shadow sprite renderers. At a minimum this would make unit testing easier, but it could also add flexibility to the way that we build the game.
has various optimisations added to speed up the stereoscopic rendering. Collabora showed off their Monado OpenXR platform with a demo using an early OpenXR plugin for Godot made by the people behind OpenHMD. There are now 3 companies we are aware of that are building products for ARKit using Godot. With Godot 3.1
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. Rendering: Lots of progress on OpenGL3 with initial 3D support. Rendering: Fix normal and tangent blending in blend shapes ( GH-61217 ).
The solution also enables users to fill objects in with color, paint over them with an RBG brush, or cover regions with physically based rendering (PBR) materials. Shapeyard’s deep learning-based 3D model classification techniques filter content by relevant tags with two types of classificators: render-based and geometry-based.
The latest release includes some of the most highly anticipated features, such as Custom Render Pipeline , Light Probe , Reflection Probe and LOD. A gift from the Cocos Engine team Even more surprising, the Cocos Engine team has released a 3D TPS game demo called called Cocos Cyberpunk to demonstrate that Cocos Creator 3.7
You can check out a demo on itch.io , and follow Bram on YouTube and Twitter for updates and free video tutorials. Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). What's new.
Usually we let our lead developer Juan (reduz) do progress reports on his impressive work on rendering features, but since he was in holidays for more than a month, we'll showcase the work of some key contributors this time. compatible renderer can be used optimally. New customizable editor theme. and WebAssembly support.
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. Rendering: Initial TAA (Temporal Anti-Aliasing) implementation ( GH-61319 ). Windows: Fix FreeType crashing in GCC + LTO builds ( GH-61805 ).
While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 This alpha doesn't include official builds with.NET 6 support yet, as we still have more work to do to enable this. Rendering: Octahedral normal/tangent compression ( GH-60309 ). alpha builds. for instructions. Core: A plethora of renames!
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