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Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

I’ve been knee-deep in rewriting the Untold Engine , transitioning it from C++ to Swift. After months of coding, tweaking, and testing, I’m thrilled to share that the rewrite is almost done. Moving to Swift has been a game-changer, making the engine not only faster and more modern but much easier to work with. What’s Next?

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Cocos Creator 3.8.5 forum version

Cocos

This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Rendering pipeline improvements : Added support for PipelinePass in the new pipeline. Enabled “inline enums” and “private property compression” for engine code.

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Unity vs. Unreal Engine: Which is Better for Android Game Development?

Big Games

Unreal Engine Created by Epic Games, it is well known for its advanced rendering capabilities and excellent visuals. Although it mostly employs C++, it also provides a visual scripting language called Blueprints that lets programmers construct intricate mechanics without knowing how to code.

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Build High-Performance Unreal Engine Studios with Remāngu 2.0 and AWS

AWS Games

They also have shared storage solutions, and other core features to streamline game development, including asset management, code collaboration, and project accessibility from anywhere in the world. delivers automated Unreal Engine studio setup and management in the cloud, following the Epic Way best practices to streamline workflows.

Build 64
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. by George Marques ( GH-46830 ), Typed Dictionaries rapidly became one of the engines most requested features.

Beta 106
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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). Rendering: Add ASTC HDR format variants ( GH-102777 ). Rendering: Fix voxelizer normals ( GH-102893 ). Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer ( GH-102908 ).

Render 85
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I got distracted and built a Physically-Based Renderer

Harold Serrano

I was completely immersed in rewriting my game engine when I stumbled upon these captivating images. The author experimented with the properties of various metals and demonstrated how to create them in a Physically-Based Renderer through renderings. I was a bit hesitant to take a detour from my engine and modify the renderer.

Render 72