Wed.Apr 02, 2025

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Unity promises to deliver 'battle-tested' Switch 2 support

Game Developer

The engine maker wants to help developers 'push the power' of the Switch 2 without compromising performance.

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Ucupaint – Turning Blender into Substance Painter

Game From Scratch

GameFromScratch.com Ucupaint – Turning Blender into Substance Painter Ucupaint is a completely free and open-source add-on for Blender that when combined with Blender’s existing painting tools adds a Substance Painter like experience. This enables you to easily texture your 3D objects directly inside Blender, with new more sophisticated layering tools and more.

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'Redesigned from the ground up:' The Nintendo Switch 2 will launch on June 5 for $449

Game Developer

Nintendo's next-generation device features a larger 7.9 inch LCD display, upgraded dock with 4K support, brand new voice chat functionality, and more.

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Is Gameplay Programmer some form of specialization? I always see people who work as gameplay programmer have some secondary skill, like tools, graphics, etc. In order to create a game you need these guys, but when it comes to layoffs, are they considered high-priority?

Ask a Game Dev

Yes, Gameplay Programmer is a specialization. Gameplay Programmers are the engineers who work directly with designers to make the designs actually work in game. This primarily means writing code to make the systems and rules that the designers come up with work. Gameplay programmer goals tend to be building systems that allow designers to create new content.

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'We'll be showing them just how valuable our labor is:' Zenimax workers vote to authorize strike at Microsoft

Game Developer

'Paying your employees a livable wage as a multi-trillion dollar company is the least they could be doing.

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VR Can Improve Your Skills

Played with Fire

How Virtual Reality (VR) Enhances Reflexes and Coordination Virtual Reality (VR) is revolutionizing the way we train reflexes and coordination. By immersing users in dynamic, interactive environments, VR offers an innovative platform for improving motor skills, reaction times, and hand-eye coordination. This article explores how VR enhances these abilities and its real-world applications across various fields.

Esports 52
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ZeniMax union "overwhelming" votes to authorise strike if Microsoft contract negotiations break down

GamesIndustry.biz

ZeniMax Workers United has "overwhelmingly voted" to authorise a strike against Microsoft.

Media 105

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Builder Edition now live & free

Indie DB

This is a free puzzle game focused on gravity like mechanics (bombs, bouncy blocks, portals) that features 150 levels, online levels and a level editor that is now released.

Editing 98
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Unity outlines support for approved Nintendo Switch 2 developers

GamesIndustry.biz

Unity has pledged to support game developers with "official support for Nintendo Switch 2.

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Best Horde Survival Games

Indie DB

What are the best Vampire Survivors clones available?

Games 94
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(2.4.5)Is there anyway to update PhysicsManager by function for each frame instead of real time simulating in order to predict the result?

Cocos

Let me show the pinball: now when I runs the canvas, the ball would normally drop and finally stop at slot 3. But I want to do something different: The result from server is 3, I need an animation that the ball drop to slot 3, so I need to randomly generate a drop ball animation that the ball goes to slot 3, here is the following pseudo code: 1.Get the required result from server, which is 3 (eg:Need an animation that the ball drops to slot 3) 2.Set the random position x of the ball 3.Simulate t

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2025's Tokyo Indie Game Summit is the biggest yet, attracting 23,000 attendees

GamesIndustry.biz

Tokyo's digital and in-person indie game event - the Tokyo Indie Game Summit - saw its third event more than double last year's attendance.

Indy 88
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Is cc.RigidBody deterministic for all platforms?

Cocos

For example, if I have a pinball game, the ball starts dropping at position x,y, finally stops at slot 1, would the result be the same (position that the ball stops) at all platforms and browsers? Also, would the simulation be affected by the frame rate (eg: Would there be a situation that because sometimes the device is slow and frame rate drops and hence the dt to update decreases, resulting different simulate result for same initial positions and velocities)?

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Nintendo Switch 2 will launch for $450 on June 5

GamesIndustry.biz

The Nintendo Switch 2 will release on June 5, the console manufacturer revealed in its Direct livestream today. The price for the base Switch 2 unit was confirmed as $450 (or £396 in the UK), with pre-orders opening on April 9.

Console 70
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Unit tests (vitest)

Cocos

Has anyone been able to use Vitest along with Cocos Creator? I compiled a custom ESM build of the engine and set up Vitest. However, as soon as I add any *.spec.ts file to the assets directory, I get the following error: Error: We currently do not support the package 'imports' field. Is there any way to exclude spec files from the game build? I already tried adding assets/src/**/*.spec.ts to the exclude section of tsconfig, but it didnt help.

Asset 40
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Industry veterans launch new indie publisher The CoLab

GamesIndustry.biz

A new UK-based independent games publisher has launched today, called The CoLab.

Indy 70
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Unit tests (vitest)

Cocos

Has anyone been able to use Vitest along with Cocos Creator? I compiled a custom ESM build of the engine and set up Vitest. However, as soon as I add any *.spec.ts file to the assets directory, I get the following error: Error: We currently do not support the package 'imports' field. Is there any way to exclude spec files from the game build?

Asset 40
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How to call cc.Component.EventHandler in custom component?

Cocos

For example, I have a SubComponent: cc.Class({ extends: cc.Component, properties: { myCallback:{ type:cc.Component.EventHandler, default:null } }, onLoad(){ this.scheduleOnce(function(){ this.myCallback(); }.bind(this),3); } }); it would trigger myCallback after 3 seconds, the callback in Canvas: cc.Class({ extends: cc.Component, properties: { }, test(){ alert("test callback"); } }); Which already set the function at the UI: but when running it, some errors: TypeError: this.myCallback is not a f

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How to skew a sprite on cocos creator 3.8?

Cocos

Cocos3.8.6 has been released, you can find the new component called UISkew. please use it for a try.

Sprite 52
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Is cc.RigidBody deterministic for all platforms?

Cocos

Lets show the canvas, the pinball canvas: I want the pinball bounds exactly the same way and always drop to slot 1 finally for all platforms (at least for web-mobile with all browsers), is cc.RigidBody already has this behaviour?

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(2.4.5)Is there anyway to update PhysicsManager by function for each frame instead of real time simulating in order to predict the result?

Cocos

For example, suppose I have a pinball game, the ball may finally drop to slot 1 - slot 8, each slot has a detector to notify if the ball drops on it: Canvas: cc.Class({ extends: cc.Component, properties: { ballRigidBody:{ type:cc.RigidBody, default:null }, }, onLoad(){ cc.director.getPhysicsManager().enabled = true; } }); Detector: cc.Class({ extends: cc.Component, properties: { isCollided:false }, // will be called once when two colliders begin to contact onBeginContact: function (contact, self

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Unit tests (vitest)

Cocos

Well, I found a very hacky way to do it in the preview build. Basically, you need to mock the vitest import. But I wonder if theres a better way to configure SystemJS imports. <script type="text/javascript"> const systemJSPrototype = System.constructor.prototype; const originalResolve = systemJSPrototype.resolve; systemJSPrototype.resolve = function (specifier, importer) { // Handle vitest imports by returning a mock module with test functions if (specifier 'vitest' || specifier.startsWi