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The Unity Line Renderer is a powerful tool that allows you to create and render lines in Unity. The Line Renderer component takes in an array of points for customizing the shape of the lines. You can use it to create a wide range of visual effects, from simple lines to complex shapes and patterns. Read more
GameFromScratch.com Godot C# Development Sample + New Rendering Demo 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.
German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.
Similarly, in a game development setup, various virtual reality tools have become easily accessible to both creators and consumers to create and encounter immersive experiences. 10 Popular VR Game Development Tools There are a range of tools and frameworks that are being used for VR game development projects.
Spider Web of Narratives Developing a game with a complex narrative structure, multiple endings, and randomized events can be a daunting task. His experience in those fields really helped him in his game development career. Behind the scenes screenshot of the 3D environment rendered in voxels.
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. New in Beta 1!
This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Rendering pipeline improvements : Added support for PipelinePass in the new pipeline. Developers must ensure necessary Wasm modules are loaded before use.
Hey everyone, It has been two years since I began rewriting my game engine, and while development has been slow, it has been steady. For those who are unaware, the Untold Engine is a 3D game engine designed for macOS and iOS devices, which I started developing in 2013. What is the Untold Engine? What’s next?
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.
Join us March 20-24 to discover the latest NVIDIA RTX and neural rendering technologies accelerating game development. Join us March 20-24 to discover the latest NVIDIA RTX and neural rendering technologies accelerating game development.
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. Donate now
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: Always allow selecting any rendering driver in the settings, add auto option ( GH-103026 ). Rendering: Fix debug CanvasItem redraw rects in RD renderer ( GH-103017 ).
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 UI in my renderer is simple. And that is what I did.
Developed by chx games, the game was just released on Steam. Export: Fix cross-platform configuration of rendering driver settings (narrower approach) ( GH-103197 ). Rendering: Metal: Compile MTLLibrary on demand when pipeline is created ( GH-103185 ). Highlights We covered the most important highlights from Godot 4.4
The author experimented with the properties of various metals and demonstrated how to create them in a Physically-Based Renderer through renderings. They looked so cool that made me wonder if I could build a Physically-Based Renderer myself and render these metals. I used most of my existing code base in the renderer.
Looking for a Real Unreal Game Development Company? UE5’s features and functionality have further expanded to include experimental new features for rendering, animation and simulation. The potential for building epic games on Unreal by game app developers and creators across industries has increased. Is it well-defined?
While 3D dominates modern game development, 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.
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.
Sign up for the GI Daily here to get the biggest news straight to your inbox A new report from Griffin Gaming Partners says that 95% of game makers are developing or maintaining a live service game. The 2023 Game Development Report, made in partnership with Rendered VC, surveyed 537 studios from across the globe. Read more
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.
Systems: These handle the logic, such as rendering, animations, or physics calculations. This modular approach keeps everything clean and efficient, allowing developers to focus on their game logic instead of wrestling with tangled code. I’ve always believed that developers shouldn’t have to fight with the tools—they should just work.
Join us for the latest on NVIDIA RTX and neural rendering technologies, and learn how they are accelerating game development. Join us for the latest on NVIDIA RTX and neural rendering technologies, and learn how they are accelerating game development.
years of development. Specifically there are some performance implications of rendering a world from a far out zoom level, and also loading of content becomes a bit more complicated when you can transition quickly between the different worlds.” Cocoon’s development journey spanned a challenging 6.5
Live-service game development presents unique challenges that traditional pipelines werent designed to handle. Real-Time Collaboration: Unlike traditional game development, where asset creation follows a defined sequence, live-service game development requires tight cross-team collaboration. These include: (i).
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 ). Highlights We covered the most important highlights from Godot 4.4
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 games development, complementing the Lyon studio's work on proprietary game engine development and Montpellier's R&D capabilities.
German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.
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. x : provides several sample applications (curtain, rope?)
At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications.
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.
platform is addressing these challenges head-on with its comprehensive cloud-native game development environment built on Amazon Web Services (AWS). The technology allows teams to set up their game development environment in the cloud. This feedback-driven development process ultimately led to the launch of Remngu 2.0a
Editor Introduction Many developers want to have as much uniqueness in their games as possible. Some developers share their uniqueness with the perfect font for their game, and some have played around with their font to make for some fun and interesting story-building.
Editor Introduction Many developers want to have as much uniqueness in their games as possible. Some developers share their uniqueness with the perfect font for their game, and some have played around with their font to make for some fun and interesting story-building.
Editor Introduction Many developers want to have as much uniqueness in their games as possible. Some developers share their uniqueness with the perfect font for their game, and some have played around with their font to make for some fun and interesting story-building. We’ll introduce his comments on the extension down below.
Join my community of over 2,000 game developers, artists, and passionate creators. I think there are a ton of lessons to be learned from them, even for board game developers. Instead of using polygons for everything in the game, it relied heavily on matte paintings that, ironically, render better on modern TVs than old ones.
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.
For Dave Frampton , working under the name Majic Jungle , the journey into game development began as an unexpected passion. ” Working as a solo developer has its unique set of challenges and advantages. ” Why did you become a solo developer? “I How do you stay motivated through (years of) development?
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 game development pipeline. Why did you choose USD for your game development pipeline? Do you plan to continue using USD in your future game development?
The paper shows how a single language can serve as a unified platform for real-time, inverse, and differentiable rendering. For more information about practical examples of Slang with various machine learning (ML) rendering applications, see Differentiable Slang: Example Applications. Bring ML training inside the renderer.
The Universal Render Pipeline (URP) 3D Sample features four environments for developers to explore how to best use the latest URP features, such as Forward+ rendering, Decals, Lens Flares, Physically Based Rendering materials, Shader Graph, Volumes, and Post-processing.
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! What's new.
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!
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.
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
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