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GameFromScratch.com Godot C# Development Sample + New RenderingDemo Using C# with Godot Engine is powerful but at times daunting due to the lack of documentation and samples available. Thankfully there is a new example available from Chickensoft.
Experience first-hand how Amazon Web Services (AWS) for Games helps build breakthrough gaming experiences at the Game Developers Conference (GDC), March 17-21, 2025 at the Moscone Center in San Francisco. Visit the demo-packed AWS booth (#S927): Engage with purpose-built solutions from AWS that span the entire game development lifecycle.
Though not fully complete, the demos already show a lot of progress, and the developer is selling their findings on the Cocos store for Chinese developers. The developers love it, so we thought we’d share the insights this developer gave with our Western community. Just pay attention to compatibility.
I'm happy to announce that, starting today, I will be working as a full-time Godot developer! I quickly felt at home and I started focusing on 3D editor and rendering contributions. Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. finish line.
The annual Game Developers Conference (GDC) was held last week in San Francisco, boasting 28,000 attendees ! It offers people opportunities to exchange ideas, learn from each other, problem-solve, and explore the latest advancements in and the future of game development. Meet Penny!
The sheer confidence of steering clear of the beaten track and creating something truly original, comes from experience gained outside the world of video game development. Development is paid for by a successful Kickstarter campaign and publisher Fellow Traveller. It also means that they have to be flexible, according to Anthony.
Developers, engineers, artists and leaders from game studios across the world gathered virtually at this year’s virtual GTC to learn how the latest NVIDIA. NVIDIA RTX enables developers to create breathtaking, interactive worlds with performance that exceeds gamers expectations.
This article will discuss the new feature of Cocos Creator, Custom Render Pipeline(CRP), and demonstrate how to apply the custom render pipeline already written in Cocos Cyberpunk to your own project. I hope to help everyone advance further in 3D game development. Ok, without further ado, let’s get started.
Passive screen resize now involves back buffer size, all cameras and re-adaptation of UI, but developers could also benefits from active screen resize APIs. On the other hand, even with constant screen size, developers can also have performance benefit if we allow user to customize its resolution.
version to achieve the relevant functions: github.com cocos-awesome-tech-solutions/demo/Creator3.4.2_AgoraMediaPlayer at. x-release/demo/Creator3.4.2_AgoraMediaPlayer Cocos' Awesome Technical Solutions. Contribute to cocos/cocos-awesome-tech-solutions development by creating an account on GitHub.
Features Custom Render Pipeline with Post-Processing Creator 3.x Before, developers were recommended to use RenderTexture for production but did not provide built-in capabilities. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x Before, developers were recommended to use RenderTexture for production but did not provide built-in capabilities. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x Before, developers were recommended to use RenderTexture for production but did not provide built-in capabilities. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x Before, developers were recommended to use RenderTexture for production but did not provide built-in capabilities. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x Before, developers were recommended to use RenderTexture for production but did not provide built-in capabilities. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x Before, developers were recommended to use RenderTexture for production but did not provide built-in capabilities. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x Before, developers were recommended to use RenderTexture for production but did not provide built-in capabilities. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x Before, developers were recommended to use RenderTexture for production but did not provide built-in capabilities. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. Kylin: Do you use the Custom Render Pipeline that is available with Cocos Creator v3.7? Hey everyone, Kylin here!
Game developers are exploring how these technologies impact 2D and. Game developers are exploring how these technologies impact 2D and 3D content-creation pipelines during production. NeMo Guardrails natively supports LangChain, a toolkit for developing LLM-powered applications. 2: Heart of Chornobyl.
The recent webinar shares how to use Unity’s High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity project with just a few clicks. The recent webinar shares how to use Unity’s High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity project with just a few clicks.
Increasingly, game developers are making full use of real-time ray tracing and AI in their games. Increasingly, game developers are making full use of real-time ray tracing and AI in their games. Check out GDC 2021 announcements, video sessions, and game developmentdemos on the NVIDIA at GDC Official Webpage.
At GDC 2023, NVIDIA released new tools that make real-time path tracing more accessible to developers while accelerating the creation of ultra-realistic game. At GDC 2023 , NVIDIA released new tools that make real-time path tracing more accessible to developers while accelerating the creation of ultra-realistic game worlds.
Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. add simple C++ GDNative demo. add line rendering. add ninepatch rendering. add polygon and GUI primitive rendering. add circle rendering. render meshes.
It enables developers to create, export, and stream one model into multiple platforms simultaneously–and in multiple levels of detail–with the model topology generated automatically. According to Ashot Gabrelyanov, CEO of Shapeyard development company Magic Unicorn, “As the web evolves, its content form does, too.
This week at GDC, NVIDIA announced a number of new tools for game developers to help save time, more easily integrate NVIDIA RTX, and streamline the creation of. This week at GDC , NVIDIA announced a number of new tools for game developers to help save time, more easily integrate NVIDIA RTX, and streamline the creation of virtual worlds.
For the development of Math it Right 3D Adventure I’ve used the following Unity packages. The Addressable Asset System allows the developer to ask for an asset via its address. The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. Unity Technologies Assets. Universal RP.
Executable and Project Files Available to Download For Game Developers and Digital Artists [link] Finding ways to improve. Executable and Project Files Available to Download For Game Developers and Digital Artists Finding ways to improve performance and visual fidelity in your games and applications is challenging. Branch (NvRTX).
Like a lot of Counter-Strike Source, it often feels more like a game engine tech demo rather than something for humans to play. If you want verticality, you should plan stairs for it, and give enough space to develop the flow there. I rarely use teleports in my maps. Don't make spatial promises you can't keep!
This new open, cloud-native platform makes virtual collaboration easy for creators, researchers, and engineers on photorealistic rendering projects. The following developer resources are exclusively available to NVIDIA Developer Program members. We’ll show what USD is and how assets are constructed with it.
The project started from Q2VKPT, a tech demo created by Christoph Schied, who integrated a simple real-time path tracer into Quake II. Have you seen the work that Reddit user mSteward207 has done to make the Quake II remaster compatible with the NVIDIA RTX renderer? We didn’t choose Quake II , it chose us. Yes, I saw those screenshots.
In the meanwhile and in the absence of any publicity or mention in the developer press, the user community has silently grown a few orders of magnitude, via just word of mouth. Likewise, documentation and demos have improved enormously, and there are several video tutorials created by the community available on YouTube. Get involved!
Whether you contribute to the engine's development via code, bug reports, testing, teaching, developing awesome games or donating to the project, you all participate in making Godot! We are a non-profit project, dedicated to making the best free and open source game engine not for our own sake, but for anyone wanting to develop games.
has various optimisations added to speed up the stereoscopic rendering. Collabora showed off their Monado OpenXR platform with a demo using an early OpenXR plugin for Godot made by the people behind OpenHMD. You can follow the development of this interface here: [link]. With Godot 3.1 Cardboard and Daydream. Watch this space!
If you missed the live show, see the prerecorded version of this demo. This is one in a series of NVIDIA research projects seeking to harness the power of AI to support creativity by developing new iterative workflows with real-time AI inference and direct control. This prototype was developed as an NVIDIA Omniverse extension.
In 2018, NVIDIA launched our RTX technology alongside a stunning Star Wars demo called Reflections , which was built on Epic Games’ Unreal Engine 4. Lumen removes the need for authoring lightmap UVs, waiting for lightmaps to bake or placing reflection captures, which results in crucial time savings in the development process.
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. macOS: Disable window redraw during resize, when rendering in the separate thread ( GH-58738 ). Rendering: Use Filament specular model and parametrization ( GH-51716 ).
Game design software does play a pivotal role in bringing the digital world to life, which allows game developers and designers to create immersive and engaging experiences. However, it becomes difficult for a developer to choose one software from many. The world of game design is a captivating landscape brimming with possibilities.
The illustration picture for this article is a screenshot of Black Pellet , an upcoming claymation-style Western adventure by Raisel Edwards , which is being developed with Godot 4.0. Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0,
The illustration picture for this article is a screenshot of Black Pellet , an upcoming claymation-style Western adventure by Raisel Edwards , which is being developed with Godot 4.0. Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0,
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. Rendering: Ensure sibling SubViewports are renderer from top to bottom ( GH-65579 ). Rendering: Fix MSAA initialization in clustered forward renderer ( GH-65676 ).
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. Rendering: Various bug fixes to both shaders and the Vulkan setup (including updating to Vulkan SDK 1.3.204 ). Rendering: Add ParticleShader Userdata ( GH-58088 ).
Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. Rendering: Add support for soft shadows to the GPU lightmapper ( GH-62054 ).
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