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Building a City Driving Game with the Untold Engine - Part I

Harold Serrano

For example, the engine does not have any culling mechanism. Loading times were too long and Z-fighting was apparent. However, for this to happen, I need to make the game educational so that my wife approves of it. So, what issues did find? Even though the setup took a few minutes, I saw problems right away. Stay tuned for part-II

Engine 63
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

The illustration picture for this article is a screenshot of Object Wars , an upcoming multiplayer third person shooter in a cute, homey environment where everyday objects fight it off in battle royale or team deathmatch. Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Jump to the Downloads section. What's new.

Beta 99
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2024 Cherry-picks

Mircosoft Game Dev

The twin-stick shooter requires you to keep track of and fight the ever-closing game windows while evading enemies. You can find the takeover recordings on our YouTube. Windowkill Another twist on gaming directly on a desktop came in the form of the action roguelike Windowkill. The feature freeze for 3.6

Engine 40
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The curious case of Google removing over 77% of all our positive reviews

Greenheart Games

A bit of research brought up a story from a year ago ( source ) that puts the blame on Google’s algorithm for fighting fake reviews and concluding that genuine reviews are also deleted by it as collateral damage. It looked like Google was removing genuine reviews from our Store page, en masse. We had just lost over 400.

Puzzle 52
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

The illustration picture for this article is a screenshot of Object Wars , an upcoming multiplayer third person shooter in a cute, homey environment where everyday objects fight it off in battle royale or team deathmatch. Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Jump to the Downloads section. What’s new.

Beta 40
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Visualizing Depth Precision

Nvidia

So it’s easy to interpolate d across a triangle while rasterizing, and things like hierarchical Z-buffers, early Z-culling, and depth buffer compression are all a lot easier to do. In other words, it measures the rate at which depth comparison errors occur—which corresponds to issues like Z-fighting—under different scenarios.