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Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. is coming with huge improvements to texture importing quality and speed thanks to new maintainer Bluecube3310. Overall, texture importing should feel faster and more stable than ever before. Import 4.4 As a result, 4.4
dev 1 snapshot, but surely they couldnt follow that up with another flood of anticipated changes, right? dev 1 release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 2. With the 4.4 development snapshots. Well, maybe not after seeing the 4.5
I then had enough time to focus on game dev, so I made the decision to start changing careers. I didn’t really think about what it meant to be a solo dev, I just focused on what I wanted to do which was learn how to make games. I knew plenty of software devs, even some that were making games, but they worked for game companies.
Working in Mixed Reality, I met many ex game devs and artists, who I learned from and was greatly inspired by. Although we weren’t making games, the tech for Mixed Reality was identical to making games, so I picked up a lot of technical ability with Unity, game dev, shaders and more.” It’s made a huge difference.
Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. To create textures (materials), but also character portraits, environment (concept) art and pretty much anything I could imagine. The toll on your mental health can be quite high for solo devs. How do you deal with that?
This beta adds audio blending in AnimationTree, fixes GDScript typed arrays, and refactors high quality texture import to enable ASTC support. We're now just days away from the Release Candidate, working at full capacity on finalizing as many of the remaining high priority issues as we can.
Import: Fix swapped color channels in ETC1/ETC2 textures, etcpak expects BGRA data ( GH-69448 ). Rendering: OpenGL: Use internal texture name when setting texture uniform location ( GH-69633 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET
XR: Make screen texture and depth texture work in Multiview ( GH-71455 ). Downloads The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Shaders: Add derivative functions with precision to shaders ( GH-72109 ). As well as many improvements to the documentation.
Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Physics: Analytic sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70787 ). Requires.NET SDK 6.0
We're ultimately looking for candidates who can do the work that the job entails - cinematic designer, gameplay programmer, texture artist, associate producer, QA engineer, and so on. Short questions: Ask a Game Dev on Twitter Short questions: Ask a Game Dev on BlueSky Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
Rendering: Decompress RA_AS_RG formats on Web platform in GLES3 renderer and disable texture swizzling ( GH-71574 ). Downloads The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Rendering: Remove light from dynamic light list when removing scenario ( GH-71584 ).
at full speed (with a first dev snapshot released last week!), GUI: Use Viewport s default texture filter/repeat in GUI tooltips ( GH-103636 ). Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ). We released Godot 4.4 If you havent seen the 4.4 release page , its well worth a read!
Rendering: Decrement texture_binding count when using screen textures ( GH-71764 ). Downloads The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Rendering: Add mutex when adding geometry instances to the dirty list in the Forward Clustered renderer ( GH-71705 ).
Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). NET 6 build (C#, GDScript, GDExtension).
However, some players are encountering a problem: the Call of Duty Modern Warfare 2 Dev Error 292, preventing them from enjoying private matches. In this article, we’ll unravel the mystery behind the Dev Error 292 and provide effective solutions to fix it ASAP. What Is Dev Error 292 MW2? How To Fix Dev Error 292 MW2?
Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Physics: Analytic sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70787 ). Requires.NET SDK 6.0
at full speed (with a first dev snapshot released yesterday!), Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ). We released Godot 4.4 in early March and we are delighted to see the reception, with so many users upgrading to it on day 1 and sharing their favorite new changes on social media!
Then, you’ve definitely been experiencing frustrating errors, such as Dev Error 11642 MW2. What does Dev Error 11642 MW2 mean? What does Dev Error 11642 MW2 mean? According to users, the Dev Error 11642 typically occurs in MW2 when attempting to start a Private Match Lobby. How do I fix Dev error 11642 MW2?
Welcome back to another installment of the Kristala dev blog. Since we last met, we've been kicking dev for Kristala into high gear and we're super stoked to share everything we've been working on over the past month. We're looking forward to seeing how Cass textures this beast of a model once he's done crafting it.
Welcome back to the ever-enchanting Kristala dev blog, where you'll get a front-row seat to the development process for the inaugural title from the leading ladies at Astral Clocktower Studios—a female-owned indie games studio based in Central PA, USA. We can't wait to see these textured! You make all the struggle and strife worth it.
Video games don't have those kind of constraints - most of the time, clothing is either a texture painted onto a 3D model or it's a completely separate model with a separate set of textures that is swapped with the old parts of the body. As such, there's going to be seams and edges where things don't match up perfectly.
ALT By far the most common boring common work as a game dev is “waiting for the game or level to finish building”. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ Figuring out who needs to be in a meeting is a real delicate balance.
It appears that “ dev error 11557 ” is an error message that certain Call of Duty: Modern Warfare 2 & Warzone 2 players have recently encountered. The good news is that the dev error 11557 can be fixed, and this article will offer some quick and helpful advice to do so. What does Dev error 11557 mean?
A single purchasable asset is never atomic - the purchased item is comprised of many parts like the 3D model, the diffuse textures, normal map, occlusion map, any other materials, rigging, animations, shaders, and so on. If MW3's carry-forward is wildly successful, other devs will take notice.
Welcome back to another exciting issue of the ever-enchanting Kristala dev blog! We'll be sure to keep you posted on all the sweet deets as we near our Patreon launch date, so be sure to stay tuned to our socials and public dev blogs for updates and announcements (including an exciting kick-off contest where you can snag a FREE PS5 ).
Welcome back to another magically entrancing issue of the Kristala dev blog. Stay tuned to the Kristala dev blog—and to all our socials—to learn how you can get exclusive, behind-the-scenes access into Harold's entire, step-by-step process. Hello, faithful feline-lovin' friends and fantasy aficionados!
Welcome back to the riveting, the joy-inducing, the awe-inspiring Kristala dev blog! The walls' scorched texturing alludes to the carnage that has taken place in this once-great city. We're coming to you live and direct with Issue #18 and we can confidently say.it's gonna be good.
Import: bcdec: Fix unnecessary alignment of texture resolution when only one of its dimensions isnt divisible by 4 ( GH-103259 ). Rendering: texture_create_from_native_handle() should return RID for texture from RenderingServer , not RenderingDevice ( GH-103296 ). GUI: Label: Fix rounding errors with fractional scale ( GH-103224 ).
We're a little late dropping this-here new issue of the Kristala dev blog, but we promise we've got a good reason. WE ARE OFFICIALLY IN THE FINAL DEV CRUNCH FOR THE KRISTALA VERTICAL SLICE DEMO! Until that fateful day when Kristala is figuratively in your hands, you already know we'll be here sharing our dev process with you.
You're just in time for the latest installment of the ever-enchanting Kristala dev blog, a monthly compilation of the game development completed for indie 3D dark fantasy ARPG Kristala in November 2020. Plus, we'll introduce you to three of our newest talented dev team members too! Welcome back to the fantasy, friends! 3D Asset Design.
We're heading into spooky season, and there's no better way to celebrate an eerie action-adventure game than diving into the newest issue of the Kristala game dev blog. As we move into the final quarter of 2020, our (incredibly good-lookin') dev team has been churning out new and exciting updates that we can't wait to share with you.
There's been some game dev twittering about Unity vs. Unreal lately. This is important during the second half of a game dev cycle, when game making becomes a terrible slog -- when your game randomly crashes on Nintendo Switch for some reason and you have to figure out why but you're already so so tired.
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. GLES2: Various improvements to 2D batching ( GH-42119 ).
These kind of roles are rare and highly sought-after in the industry, while the others - character modelers, environment artists, level designers, gameplay programmers, AI programmers, texture artists, UI artists (and so on) aren't needed in the same numbers on small or big projects.
The T-pose exists mostly because artists can see all parts of the model by rotating, moving, and zooming the camera, so they can fix up any odd texturing issues on the model. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
That's why we were super excited when we learned that this year's fifth-annual Play NYC convention would be held in person (with tons of awesome precautions in place to ensure all devs, speakers, and attendees were kept safe and healthy). Here's a look at the textures Karena was able to add to these pieces over the past few weeks.
This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). While development keeps going at full speed towards Godot 4.0 (see
This new beta 5 comes with 4 weeks' worth of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). see recent devblogs on glTF 2.0
GLES2/GLES3: Add support for OpenGL external textures ( GH-36342 ). GLES2/GLES3: Reset texture flags after radiance map generation ( GH-37815 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. GLES2: Add 2D batch rendering across items ( GH-37349 ).
Thanks for tuning in to another exciting issue of the Kristala dev blog! Stay tuned for details on how you can get monthly comprehensive and even more detailed issues of the Kristala dev blog for just $1 a month! Stay tuned to future issues of the Kristala dev blog for updates on Fede's progress on this important enemy.
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. GLES2: Various improvements to 2D batching ( GH-42119 ).
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. GLES2: Various improvements to 2D batching ( GH-42119 ).
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