Remove Culling Remove Dev Remove Puzzle
article thumbnail

Delores Source Code Released!

Grumpy Gamer

I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. The other downside is these really are the dev tools we used to make the game, and like most in-house dev tools, they are poorly documented and very crude around the edges.

article thumbnail

Delores Source Code Released!

Grumpy Gamer

But wait… don’t hit the back button yet… I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. I’m not talking about your unit tested sort routine, I’m talking about complex puzzle logic and odd UI uses.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

The curious case of Google removing over 77% of all our positive reviews

Greenheart Games

We are lucky that despite the culling of thousands of 5-star reviews, only a handful of people rated the game 3-stars or lower and so our average is still a respectable 4.92 Instead, 13 days after our release, we have 25 fewer reviews (622) than what we had on the first day. but even so, the question of Why? burns in our minds.

Puzzle 52
article thumbnail

Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists. The idea behind this technique is not to alter the sequence order, but to make every stage as parallel as possible.

Render 52