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Editor improvements : Updated Electron version , enhancing performance. Download Links Windows Mac Release Note Engine New Features Added functionality for manually loading Wasm/AsmJS modules to improve initial scene load speed. Enabled “inline enums” and “private property compression” for engine code. for better performance.
This post was co-authored by Bryan Chiu, Site Reliability Engineer, EA. Electronic Arts (EA) engages players around the globe in immersive games across PC, console, and mobile. KVP creates metadata of the game builds and uses the metadata to compute the differences between the latest and all prior versions.
I suspect cocos dashboard is not reconizing the custom cocos2d-x engine source. link] [link] [link] GitHub GitHub - cocos/engine-native: Native engine for Cocos Creator v2.x x Native engine for Cocos Creator v2.x. The editor has switched back to the builtin engine. _load (electron/js2c/asar_bundle.js:5:12913)
Among the impressive lineup is a generative AI kiosk featuring Ada, an in-game, non-player character (NPC) created using the MetaHuman framework in Unreal Engine 5 and Amazon Bedrock , a toolset for building generative AI applications.
Sorry Mr @zhangxm , I almost forget about log in cocos creator here the log: info TOOL Using Visual Studio 16 2019 generator. OMG Process terminated: 1 info TOOL Using Visual Studio 16 2019 generator. OMG Process terminated: 1 info TOOL Using Visual Studio 16 2019 generator. OMG Process terminated: 1
Editor improvements : Updated Electron version , enhancing performance. Download Links Windows Mac Release Note Engine Bug Fixes Fixed the issue where touchEvent.getUIDelta returned incorrect delta values on native platforms. PR Editor New Features Support google play build target. Fixed raycast errors in the Bullet engine.
Someone recently submitted a question asking what it would take to build a classic 2D point-n-click adventure today and would it be a viable business? Assumptions 1) We’re building a classic 2D point-n-click adventure game. 2) We’re hiring real employees to build the game. Yeah, I know.
11:30 AM–12:30 PM: GAM301: Chalk Talk: Build cost-effective video games with AWS Graviton See an Unreal Engine multiplayer game running on x86 and deployed on Amazon Elastic Kubernetes Service (Amazon EKS) and learn about the steps you can take to introduce Graviton instances into your compute mix.
I see that there are games published on Steam, but they are exported and integrated with steam SDK using Electron. Cocos Creator is also capable to make nice native builds for Win and Mac - I checked it out and it works nice. Is there a reason Electron is the preferred way for Steam publishing ?
In addition, balancing his fifth year as a Computer Engineering student and a pivotal role at Avalon, an American-based software company was no small feat. After high school, Olamide went to Obafemi Awolowo University (OAU) to study Computer Engineering. “Build a personal relationship with people. What is Unity?
pstrejczek: Is there a reason Electron is the preferred way for Steam publishing ? Are there any plans to make Steam SDK integration in Win and Mac native builds possible ? But currently we don’t have builtin Steam SDK integration yet, and there is mature Steam SDK integration in Electron.
Thank you to the cocos team for providing a great engine that allowed us to build this game without technical constraints, and to use our creative space and abilities as we pleased. Here we are using electron+web mobile. This allows the js engine to load the decrypted code. But the essence remains unchanged.
Modernization of Nintendo eShop: microservice and platform engineering : Find out how Nintendo moved from a monolithic to micro-services architecture to power the Nintendo eShop found on the Switch and other Nintendo platforms. Scaling a multiplayer game into the millions with Mortal Kombat 1 : Warner Bros.
Someone recently submitted a question asking what it would take to build a classic 2D point-n-click adventure today and would it be a viable business? 1) We're building a classic 2D point-n-click adventure game. 2) We're hiring real employees to build the game. 4) The engine technology is not included in the costs.
In a world of rapid change, Hashbyte Studio stands as a beacon of excellence, reminding us that dedication, transparency, and a thirst for innovation are the keys to success in the dynamic Design and Engineering industry. Building a reputation for excellence in different gaming segments will also be possible through quality.
I first interviewed John Riccitiello in the late 1990s, when he was pretty new at Electronic Arts. He said all the right things about what a great company Electronic Arts was. In those days, executive appointments from outside the gaming industry were still rare. His interest was in opportunity, growth and, of course, money.
I wanted to design consumer electronics and gadgets so I studied Industrial Design and Technology. I’m not very comfortable with self-promotion, and don’t easily find motivation for things that aren’t contributing directly to the game build.” “I’m “I never expected I would be working in games at all when I was younger.
Meaning of Mobile Games Mobile games are those created for portable electronic devices including smartphones, cellphones, pocket PCs, PDAs, tablet PCs, and portable media players. Also, these companies create their own game engines. A typical example is the Unreal engine owned by Epic games.
I've worked in games for a while now, building upon general software development experience from electronics and RF equipment. It took us about 14 months to get a proper FBX importer working fully, since we had to engineer everything again: We rewrote all the mesh code to support all formats of FBX meshes correctly.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Which game engine should I use to maximize ease of learning and compatibility, and manage hundreds of simple objects on-screen? Reminder: for iOS, that means WebGL 1.0
Composers like Dimitri Tiomkin and Henry Mancini expanded the possibilities of film scoring, incorporating jazz, exotic instruments, and electronic elements into their compositions. The Electronic Experimentation (1970s-1980s) The 1970s marked a shift towards electronic experimentation in film scoring.
the engine internally implements multiple combined solutions to reduce the package size of 2D projects: Remove unused code from the gfx layer on web platforms. Support inline enumeration feature in engine code building. Electron Upgrade Electron has been upgraded to v31.3.1, Code Stripping In Cocos Creator 3.8.5,
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