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Hey everyone, It has been two years since I began rewriting my gameengine, and while development has been slow, it has been steady. In this post, I want to share the current status of the Untold Engine. What is the Untold Engine? One significant improvement in the new Untold Engine is its documentation.
Similarly, in a gamedevelopment setup, various virtual reality tools have become easily accessible to both creators and consumers to create and encounter immersive experiences. 10 Popular VR GameDevelopment Tools There are a range of tools and frameworks that are being used for VR gamedevelopment projects.
If you had the option to rewrite your gameengine from scratch, what would you do differently? Bulletproof my engine by providing defaults upon load failures. Use Entity-Component-System I wrote my gameengine using C++ and decided to take the OOP approach. OOP served me well until my engine became too complex.
has an entirely new rendering architecture, which is divided into modern and compatibility backends. The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). Rendering is significantly more efficient in Godot 4.0, Low level rendering access.
You can buy the game on Steam , and follow the development on Twitter. is jam-packed with new features despite having a much shorter development period than 4.3. Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! development cycle.
We are entering the final stage of development for Godot 4.4, Developed by CaveLiquid ( Bluesky , website ), the game was just released on Steam. Editor: Fix Embedded Game over expanded bottom panel, by resetting expanded bottom panel on Play ( GH-102978 ). in the previous 4.4 Changelog As we released 4.4 Donate now
While 3D dominates modern gamedevelopment, 2.5D This technique isnt just a nostalgic throwback; its a strategic design choice that allows developers to craft visually striking, performance-efficient, and highly engaging experiences. From indie studios to AAA developers, 2.5D merges the best of both worlds.
Development services provider Virtuos has announced the launch of a new studio in Warsaw, Poland. The Warsaw team will focus on creating graphics rendering and optimisation technology for use in video gamesdevelopment, complementing the Lyon studio's work on proprietary gameenginedevelopment and Montpellier's R&D capabilities.
For a long time, the first version of my gameengine lacked a UI. The only reason it had one was out of necessity, not because I enjoyed developing one. Thus, I ended up developing a BRDF renderer. If you didn't get a chance to read the article, here are some screenshots of what I accomplished with my renderer.
The cover illustration is from Ballionaire , a roguelike pachinko simulator where the laws of physics bend to your will, developed by newobject and published by Raw Fury! You can buy the game on Steam , and follow the developer on BlueSky and itch.io. Export: Disable Metal and Vulkan renderers in simulator builds.
The cover illustration is from Stray Path , a roguelike card game where optimization is key to unraveling the mystery of this stray world. Developed by chx games, the game was just released on Steam. Export: Fix cross-platform configuration of rendering driver settings (narrower approach) ( GH-103197 ).
I was completely immersed in rewriting my gameengine when I stumbled upon these captivating images. The author experimented with the properties of various metals and demonstrated how to create them in a Physically-Based Renderer through renderings. See, there were several things that I needed to change in my engine.
Join us March 20-24 to discover the latest NVIDIA RTX and neural rendering technologies accelerating gamedevelopment. Join us March 20-24 to discover the latest NVIDIA RTX and neural rendering technologies accelerating gamedevelopment.
Developed by James Dornan, the game was released on Steam in January 2025. Rendering: Shaders: Only convert default value to linear color if type hint is source_color ( GH-103201 ). Rendering: Metal: Fix SPIR-V MSL compilation on iOS targets ( GH-103337 ). in the previous 4.4 Input: Change default deadzone back to 0.5
Last year we announced that we were planning on creating an OpenGL-based renderer to complement the current Vulkan-based renderers. with an OpenGL-based renderer; it just won't be feature complete. As a reminder, an OpenGL-based renderer is still crucial so we can support older platforms, and Web export. ReflectionProbes.
Looking for a Real Unreal GameDevelopment Company? Unreal Engine has fast grown to be the most trusted engine in the world. UE5’s features and functionality have further expanded to include experimental new features for rendering, animation and simulation. Every release brings with it wide-ranging improvements.
Last year we announced that we were planning on creating an OpenGL-based renderer to complement the current Vulkan-based renderers. with an OpenGL-based renderer; it just won’t be feature complete. As a reminder, an OpenGL-based renderer is still crucial so we can support older platforms, and Web export. ReflectionProbes.
Join us for the latest on NVIDIA RTX and neural rendering technologies, and learn how they are accelerating gamedevelopment. Join us for the latest on NVIDIA RTX and neural rendering technologies, and learn how they are accelerating gamedevelopment.
We knew from the beginning that aiming for a late-February release was an ambitious timeframe, but the community has risen to the challenge and kept development right on track! The cover illustration is from Dawnfolk , a charmingly dark and minimalist survival city-builder, developed by Darenn Keller and published by Astra Logical!
Tools Pipeline Engineering Lead Megumi Ando sat down with NVIDIA to discuss the integration process in the company’s latest release as well as their adoption plans in Polyphony’s gamedevelopment pipeline. Why did you choose USD for your gamedevelopment pipeline? Of course we do.
Last week, I wrote an article about making my renderer more user-friendly. But my main objective is to add Ray-Tracing to the renderer. If you haven't had a chance to read any of my previous two articles, here are some videos to catch you up. This week, I decided to work on the Lights User-Interface. Some bugs need fixing.
We recently kicked off our NVIDIA Developer Program exclusive series of Connect with Experts Ask Me Anything (AMA) sessions featuring NVIDIA experts and Ray. During the AMA, the editors offered some valuable guidance and tips on how to successfully integrate real-time rendering. Join the discussion on the NVIDIA Developer Forums.
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. The game is developed by Vedg Studio / NoirosL and was recently ported to Godot 4.0 GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Wishlist it on Steam!
The cover illustration is from The Roottrees are Dead , a detective game where you piece together a family trees billion-dollar paper trail through the power of a dial-up modem! You can buy the game on Steam , and follow the developer on BlueSky. Highlights For an overview of whats new overall in Godot 4.4, Donate now
To ease E2E measurement difficulties, PC Latency (PCL) Stats enables gamers, reviewers, and developers to measure PCL, the main component of system latency. On gameengines that filter out unique messages, PCL Stats can instead post virtual keyboard input messages such as F13. PCL Stats is also mainlined within Unreal Engine.
As always, a bunch of nice rendering fixes! The game is currently being ported to Godot 4.0 Follow Kenny Park on Twitter or Mastodon for development updates, and check his website to discover other games and applications. Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). See the list below.
Rendering: Use circular fade instead of linear fade for distance fade ( GH-50294 ). Rendering: Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D ( GH-55757 ). Rendering: Fix AABB errors on meshes with bones on multiple surfaces ( GH-65035 ). Rendering: Allow black metallic materials to reflect IBL ( GH-69522 ).
renderer support ( GH-71848 ). Rendering: Fix Vulkan validation errors related to enabling extensions ( GH-70429 ). Rendering: Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backend ( GH-71690 ). Rendering: Use proper space for forward GI reflections ( GH-71694 ). iOS: Restore OpenGL ES 3.0
Researchers, professionals or game app developers all need to remain up-to-date with the recent advancements as well as features of the Unity engine to create and enjoy the best games possible. Some popular games built with Unity include Angry Birds 2 and Pokémon Go”.
Flag dirty dependencies when GeometryInstance dependencies change in renderer ( GH-71581 ). The illustration picture for this article is from Halls of Torment , a roguelite action RPG with retro late-90s pre-rendered 2D graphics. It is developed by Chasing Carrots using Godot 4.0 beta, and you can wishlist it on Steam.
Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 ("Compatibility") projects without using the command line ( GH-70028 ). The illustration picture for this article is from Raffaele Picca 's car scene , rendered in Godot 4.0 Jump to the Downloads section.
This design became common in gameengines and libraries in the early 2010s. Godot uses plenty of data-oriented optimizations for physics, rendering, audio, etc. Game logic. Still (while, by far, not the majority) some types of games will see a performance benefit when using ECS in the game logic side.
The new 'Level Up with NVIDIA' webinar series offers creators and developers the opportunity to learn more about the NVIDIA RTX platform, interact with NVIDIA. Join us for the first webinar in the series on August 10 at 10 AM, Pacific time, with NVIDIA experts Richard Cowgill and Zach Lo discussing RTX in Unreal Engine 5.
Hey guys, Wanted to share the current development of engine. As of this moment, I'm focused on making the renderer as cool as it can be. I'm rewriting it completely from the ground up. Take a look at the video below. Thanks for watching.
Drops, Global Illumination, Super Sampling, and Low Latency Solutions Level Up Today, Unreal Enginedevelopers receive access. Drops, Global Illumination, Super Sampling, and Low Latency Solutions Level Up Today, Unreal Enginedevelopers receive access to several NVIDIA updates. Custom RTX Branch of UE4.27
There was augmented and virtual reality making breakthrough advances and with the Unreal Engine coming into the picture, the level of headway has been phenomenal for the development of the video game sector. Let’s understand the array of features that create such next-level user experiences. Face Tracking 4. People Occlusion 7.
Several mobile gameengines are used to create mobile games. However, Unity has stood out as one of the most preferred and trusted mobile gameengines. A staggering 70% of the top Android and iOS developers use it to develop exceptional mobile games. Let’s find out. And that’s where Unity wins.
This article will delve into the principles, implementation details, common issues and solutions, memory overhead, and compatibility of the Deferred Rendering technique. I hope to help you advance further in 3D gamedevelopment. The rendering stages involved in Deferred Rendering.
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and gamedevelopment platform currently in Closed Alpha. Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Rendering: Add options for sorting transparent objects ( GH-69998 ). What's new.
Join us for the latest on NVIDIA RTX and neural rendering technologies, and learn how they are accelerating gamedevelopment. Join us for the latest on NVIDIA RTX and neural rendering technologies, and learn how they are accelerating gamedevelopment.
The illustration picture for this article is from Dauphin , a 2D RPG in development by Ben / devduck which was recently ported to Godot 4.0 You can follow development via Ben’s awesome YouTube devlogs and Twitter account. Rendering: Remove SCREEN_TEXTURE , DEPTH_TEXTURE , and NORMAL_ROUGHNESS_TEXTURE ( GH-70967 ). specifically.
This beta includes a few big changes which may interest a lot of users: A lot of bug fixes and improvements in these areas particularly, check out the PRs listed below: Animation, Navigation, GDScript, Rendering. The illustration picture for this article is from an unnamed RPG by developer bitbrain (working title "cave").
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