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3D Content Interoperability with Topology-Free Modeling

Nvidia

In addition, due to the topology creation process, 3D modeling is time consuming and has a high entry barrier for content creation. The more polygons that an object has, the more detailed it appears, but high numbers of polygons demand more computing power. This makes them inoperable with multiple platforms in the metaverse.

Content 91
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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

Titles like Fortnite, Apex Legends, and Genshin Impact have redefined player engagement through frequent content drops, seasonal events, and community-driven updates. Continuous Content Updates: Players expect frequent refreshes in the form of character skins, props, and new environments. These include: (i). Common issues include: (i).

Art 52
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How AI is Taking Over the Gaming Industry and What It Means for You with Adnan Chaumette

Game Dev Unchained

” His company, Polygon Flow, develops a library of tools designed to solve specific problems faced by artists and developers. ” One concern raised during the conversation was the use of copyrighted material in AI-generated content, as seen with AI models like DALL-E and StyleGAN. I think consent should have been asked.”

AI 98
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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

Nanite enables film-quality source art consisting of millions or billions of polygons to be directly imported into Unreal Engine — all while maintaining a real-time frame rate and without sacrificing fidelity.

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Avalon seeks partners to build Web3 gaming’s interoperable future

Game Daily

“We’re trying to make it really easy for anyone to be able to build content that’s a lot more user friendly and accessible than the applications that exist today,” says Pinnock. “We want to make it easier to build triple-A content that people can expand upon.”

Build 98
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Final Factory by Never Games takes automation into space and adds bullet-hell

PreMortem.Games

I’m most proud of the game’s extensive content and numerous interlocking systems”, Ryding continues. I aimed for a simple yet visually interesting aesthetic, using a 4-color palette for each unit or building and keeping polygon counts low for simplicity and performance.

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Godot 1.1 is out!

Mircosoft Game Dev

2D Shadows with Polygonal Occluders. New 2D Navigation Polygon support, for efficient 2D pathfinding. Navigation Polygons can be edited visually and combined, disabled, etc. An asset sharing section, so the community can better share the content it creates and help each other. 2D Materials. 2D Normal Mapping.

Polygon 52