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Comprehensive Guide to Game QA: Ensuring Quality from Alpha to Release 

iXie gaming

This includes: First-party compliance (TRC/XR/LOT checks) Localization and linguistic validation Hardware compatibility testing across device variants Failures here can cause launch delays, reputational risk, and platform delisting , making QA a business-critical gatekeeper. Sony, Microsoft, Nintendo).

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From Sketch to Screen: The Evolution of Game Art Pipelines 

iXie gaming

Engine Integration : Importing assets into engines like Unity or Unreal, applying shaders, setting collision physics, and preparing for QA. Intelligent Asset Management : AI sorts, tags, and suggests assets, streamlining reuse and localization. For sensitive IP, prefer local model training using studio-owned datasets.

Art
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Dev snapshot: Godot 4.5 dev 1

Mircosoft Game Dev

Chunk tilemap physics The current implementation of TileMapLayer uses individual collision bodies for every single cell, which is extremely wasteful and a likely cause of runtime performance issues for 2D scenes relying on physics. Rendering: Update ViewportTexture path relative to its local scene instead of the Viewport owner ( GH-97861 ).

Dev
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

GH-94783 ) Change NavigationMesh to also parse collision shapes by default. This is part of an effort to encourage users to use collision shapes for NavigationMesh instead of visual meshes as collision shapes are much simpler and thus more efficient for Navigation. ( GH-95013 ) XR: Disable hand tracking by default.

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Prefabs with polygonCollider returning wrong collision normal

Cocos

After instantiation, I attach event listener to PolygonCollider of only the character of local player in following way. null) { console.log(z.getWorldManifold()); this.socket.send(“Collision”, { collisionVecs: { x: z.getWorldManifold().normal.x, y: z.getWorldManifold().normal.y, But in my case, they are returning the same vectors.

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Prefabs with polygonCollider returning wrong collision normal

Cocos

we will solve this problem in the following issue github.com/cocos/cocos-engine Prefabs with polygonCollider returning wrong collision normal opened 02:02AM - 26 Jun 23 UTC lealzhan [link] … lision-normal/58972 Hello guys, I am working on multiplayer platformer game using colyseus. y: z.getWorldManifold().normal.y,

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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

Editor: Add one-way indicator to tile collision editor ( GH-67283 ). GUI: Copy local theme overrides from Control to Window ( GH-69353 ). Physics: Fix 2D & 3D Continuous Collision Detection sometimes adjusting velocity too much ( GH-69934 ). Core: Handle corner cases for curve baking ( GH-69726 ).