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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

Planning out code structure was exceedingly difficult, nobody had experience with it and official documentation was sparse to say the least, according to Hermann. Keep spending extra development time to make the DOTS code work, or spend a big chunk of time switching and make it up by being more efficient later?

Dev 104
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AWS to showcase tools for breakthrough gaming experiences at GDC 2025

AWS Games

You will learn how to build your own game distribution channels, offer instant-on playable demos, explore new game modes, and reach new players on different devices all without modifying your game code.

AI 100
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Use Custom Render Pipeline to Enhance your Game Graphics - Guide to Cocos Cyberpunk Source Code

Cocos

This article will discuss the new feature of Cocos Creator, Custom Render Pipeline(CRP), and demonstrate how to apply the custom render pipeline already written in Cocos Cyberpunk to your own project. Full source code can be got for free: [link] The amazing graphics in Cocos Cyberpunk attracts many friends.

Render 52
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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.

Engine 52
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RP4K Teacher Profiles: Gabriel Dibenedetto

Real Programming

Real Programming 4 Kids would like to profile one of our most advanced teachers, so parents can get a better understanding of what their kids can learn after getting some coding classes under their belts. Our online coding program is for the youth, and extracurricular activities for teens and kids need to be fun first and foremost.

Code 98
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

Planning out code structure was exceedingly difficult, nobody had experience with it and official documentation was sparse to say the least”, according to Hermann. Keep spending extra development time to make the DOTS code work, or spend a big chunk of time switching and make it up by being more efficient later? “We

Dev 118
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Penny Wise and Pound Foolish

Grumpy Gamer

I was using a thin layer of SDL to create windows and pass along input events (rendering didn’t use SDL for performance reasons). It was bare bones, but it got the job done for the simple prototypes I was working on at the time. Yeah, in the end, we spent way more than $10,000 on sound coding. Penny wise, pound foolish.