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Powerful Shader Insights: Using Shader Debug Info with NVIDIA Nsight Graphics

Nvidia

As ray tracing becomes the predominant rendering technique in modern game engines, a single GPU RayGen shader can now perform most of the light simulation of a. As ray tracing becomes the predominant rendering technique in modern game engines, a single GPU RayGen shader can now perform most of the light simulation of a frame.

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Why 70% of Developers Prefer Unity for Mobile Game Development 

iXie gaming

Mobile gaming has become popular in recent times thanks to the growing number of mobile device users. Several mobile game engines are used to create mobile games. However, Unity has stood out as one of the most preferred and trusted mobile game engines. And that’s where Unity wins.

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In fighting games counting (comparing) frames on moves/animations is important, even for players. For other types of games, do developers or animators count or tweak to the frame? And when counting small amounts of time like that, how do most studios do it? Frames? Milliseconds?

Ask a Game Dev

Using a more specific measurement of real time is more helpful, since the game engine can calculate real time from its (variable) frame time in order to maintain accuracy. Our debug logging keeps tabs on everything in terms of milliseconds so we can see how temporally far apart events in the log fire.

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2022 was a waste for my engine until this happened

Harold Serrano

But the main reason was the lack of direction for the game engine. For most of the year, I had no idea what to do with my game engine. I wanted to niche down my game engine to a game genre. But could not decide on the game genre. My instinct was to make the Untold Engine a Football Game Engine.

Engine 59
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Hard to find Memory or Threading issue

Cocos

My game uses a mostly custom game engine, but we started out using Cocos-2Dx 3.16 This has worked great over the years and we actively publish on iOS and Android and then we debug on Mac. I realize Cocos2D-X is no longer supported, but I have a bit of a unique problem, and truly any direction would be very helpful.

Debug 40
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[TUTORIAL] How to use Mobx to control your game state

Cocos

It was difficult to keep and share the UI states with the reaction timeline of the game or even data prop drilling around. While developing a web game engine in a former studio, I came to learn about the Flux pattern introduced by Facebook in 2015 , which greatly improved the engine and game DX. Results We’re done!

Prop 52
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Dev snapshot: Godot 4.0 beta 13

Mircosoft Game Dev

You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). Jump to the Downloads section.

Beta 99