Unity Ray-Tracing: Get Started Now (Short Tutorial)
The GameDev Guru
DECEMBER 1, 2020
In this blog post, I’ll show you my favorite way to get real-time ray-tracing up and running in Unity
The GameDev Guru
DECEMBER 1, 2020
In this blog post, I’ll show you my favorite way to get real-time ray-tracing up and running in Unity
Concept Art World
DECEMBER 15, 2020
Concept Art World. The Art of Star Wars: The Mandalorian (Season One). This official behind-the-scenes companion to the Disney+ Star Wars series The Mandalorian features exclusive concept art, character and costume sketches, and vehicle and creature designs. The Mandalorian follows the adventures of galactic gunslinger Din Djarin and the Child as they traverse the outer systems of the galaxy and evade remnants of the Empire.
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Mircosoft Game Dev
DECEMBER 29, 2020
Introduction. This is the third part of my work on Complex Text Layouts for Godot 4.0. See godot-proposals#1180 , godot-proposals#1181 , godot-proposals#1182 , and godot-proposals#1183 on GitHub for detailed information on CTL proposals and feedback. See also the previous progress report for UI mirroring details and the first part for the TextServer API implementation details.
Game Design Aspect
DECEMBER 31, 2020
It was a delight to hear from my former game writing students at PlayCrafting. They attended the one-night Game Writing Portfolio Workout sessions or the multi-week intensive Game Writing Primer course. Here are some highlights! Kyle Erf made a career switch. He is now Director of Technology at Moving Pieces Interactive , makers of Dodo Peak , available on Apple Arcade and Nintendo Switch.
Grumpy Gamer
DECEMBER 27, 2020
Almost done. Much like making a game, it's just polish from here on out.
Mnenad
DECEMBER 24, 2020
In this second devlog episode I share one of my most valuable experiences in game development with you! I explain the concept of my mecha indie game and hope for your feedback. Also included: Funny bugs, a research about existing mecha games and the progress in development and design. watch next episode. watch on YouTube.
Nvidia
DECEMBER 17, 2020
To help developers get the most out of Unreal Engine 4 as they head into the new year, NVIDIA RTX UE4.26 has just been released. We have also released the first. To help developers get the most out of Unreal Engine 4 as they head into the new year, NVIDIA RTX UE4.26 has just been released. We have also released the first DLSS plugin that can be used with both NVIDIA’s NvRTX branch and mainline UE4, along with an updated UE4 Plugin for RTX Global Illumination.
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Mircosoft Game Dev
DECEMBER 31, 2020
While 2020 was a difficult year for most of us, it's been a great year for Godot development! A lot of new features were implemented for both 4.0 and 3.2.x, from Vulkan rendering to HTML5 export improvements. Many long-requested features are now available in the master branch, such as support for right-to-left typesetting and complex scripts (which are required to display text in Arabic, Hebrew, …).
Astral Clock Tower Studios
DECEMBER 11, 2020
Welcome back to the fantasy, friends! 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. If this is your first time joining us, we're super happy to have you! Kristala is the inaugural title from the leading ladies behind Astral Clocktower Studios, a female-owned-and-operated indie games studio based in Central PA, USA.
Grumpy Gamer
DECEMBER 26, 2020
The lego kit is packaged in four different boxes that need to be completed in order. I was relived to see this. It keeps the 9000+ piece set from being completely overwhelming. The pieces come in numbered bags and each step of the instructions tell you what bag you'll need. Wish me luck.
Deconstructor of Fun
DECEMBER 11, 2020
Gordon Rowe. This guest post is written by Gordon Rowe , an experienced product leader that has spent 10 years building and operating free to play games on mobile, web, and consoles. It’s 2:02 pm on a Friday and I’ve got a lot of work to do. Yet I can’t stop thinking about EverMerge. It’s the last thing I do before I sleep, and the first thing I check when I wake up.
Game Design Aspect
DECEMBER 11, 2020
In this article, Sande Chen reports on the use of educational live-action online games (LAOG), a variant of educational LARPs. During the pandemic lockdown, it was impossible to play Live Action Role-Playing games (LARPs) that require face-to-face contact. LARP designers like Isabella Negri were forced to consider how LARPs could be played in an online-only setting.
Sky Betting and Gaming Technology
DECEMBER 9, 2020
There is somewhat of a trope in technology that suggests changes to monitoring systems are not necessarily held to the same high standard as changes to other, often more complex or revenue-generating, systems and services. The reality is that monitoring systems are complicated beasts, and should not be taken for granted; nor should we be complacent when making changes to what is still a production system.
Mircosoft Game Dev
DECEMBER 24, 2020
Howdy Godotters! The year is almost over and it's about time we give you some news about the Web Editor and the HTML5 export. It's been a very fruitful year for Godot on the Web since the announcement of the first web editor prototype. As expected in the rationale of the original post, this has produced a lot of improvements to the HTML5 export in general, including support for threads, file drag and drop, LTO for smaller and faster builds, low-processor mode with optional lower framerate, and b
Concept Art World
DECEMBER 7, 2020
Concept Art World. Lynn Hye Ryoung Yang. Lynn Hye Ryoung Yang is a freelance concept artist and matte painter working in the entertainment industry. She attended the Art Center College of Design and has since worked for companies such as Adhesive Games, Rhythm and Hues, Rethink Attractions, Scribble Pads Studio and Attack FX. Recently, she opened her own outsourcing company based in the Los Angeles Area that provides visual consultation services and art direction.
Grumpy Gamer
DECEMBER 25, 2020
Look what I bought myself for xmas: It's Lego's largest set. As a kid I played with and build Lego's non-stop. I'm sure it's like riding a bike. I'll post regular picture of my progress.
The Astronauts
DECEMBER 7, 2020
I’ve spent some time looking at various texture compression formats and libraries (the ones meant for GPUs, i.e. “ASTC, BC7” kind, not the “PNG, JPG” kind). Here’s a fully incomprehensible chart to set the stage (click for a semi-interactive page): If your reaction is “whoa what is this mess?!”, that’s good.
Nvidia
DECEMBER 17, 2020
Measuring and optimizing system latency is one of the hardest challenges during game development and the NVIDIA Reflex SDK helps developers solve that issue. Measuring and optimizing system latency is one of the hardest challenges during game development and the NVIDIA Reflex SDK helps developers solve that issue. NVIDIA Reflex is an easy to integrate SDK that provides API to both measure and reduce system latency – giving players a more responsive experience.
Febucci
DECEMBER 6, 2020
Hi there! It’s been a while since I last updated you about my game, so before you start getting worried , here’s a quick post to tell you it’s all going well!!! Why no updates? I didn’t share new updates for multiple reasons, some were intentional and some were not. A new type of game. This platformer is different from “standard” ones and many development rules don’t work here, either them being game design, programming, and art.
Mircosoft Game Dev
DECEMBER 19, 2020
Hi! Camille here, aka PouleyKetchoupp. Thanks to a generous donation, I was brought onto the team to work part-time on improving the 2D and 3D physics engines for the next 6 months. The main goal is to modernize Godot Physics 2D and Godot Physics 3D, the custom physics backends Godot uses internally for physics simulation. For 3D physics: Bullet is currently the default physics engine, but this will change.
Mircosoft Game Dev
DECEMBER 15, 2020
Welcome to the first developer interview following the introduction of the new Showcase page ! This week, we've interviewed Little Red Dog Games ' lead developer Ryan Hewer about their latest project, Rogue State Revolution. Introduce your studio in a few sentences. We're Little Red Dog Games ! We're a commercial developer that has been developing deep strategy games with despotic roosters and snarky surveyor probes for almost a decade now.
Mircosoft Game Dev
DECEMBER 11, 2020
While development keeps going at full speed towards Godot 4.0 (see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), a lot of work is also being done on the 3.2 branch for the upcoming Godot 3.2.4. This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features.
Mircosoft Game Dev
DECEMBER 11, 2020
It is with great excitement that we announce that the Godot Engine project is receiving support funded by a grant from Facebook Reality Labs to further the development of Virtual Reality (VR) features within Godot. Godot is a not-for-profit free and open source game engine which aims at empowering all users in their 2D and 3D game development projects.
Mircosoft Game Dev
DECEMBER 7, 2020
We are proud to announce the official Godot showcase is making a return after 3 years of absence! The new showcase focuses on high-quality, published projects but also features a few projects that had successful crowdfunding campaigns. We're thrilled to be able to finally showcase the most amazing projects from the Godot community on our website. Thanks to all the developers involved for letting us use their work to promote the engine.
Mircosoft Game Dev
DECEMBER 3, 2020
2021 is quickly approaching and in the Godot community we are starting to prepare for next year's GodotCon! As you might know, each year we attend FOSDEM, the major Free and Open Source event in Europe, and we use the opportunity to organise our own small conference as a fringe event: GodotCon! A meetup for contributors, users and interested people to socialize, collaborate and share knowledge.
Mircosoft Game Dev
DECEMBER 3, 2020
Some of you like the docs for what it covers already; others dislike it for what it lacks. The team's well-aware there is always room for improvement, and so they hired me to work part-time since September. My job was to take the maintainer's role for about two months and tackle some high-priority tasks. As such, I got to do a mix of reviews, editing, writing new content, and maintenance.
Mircosoft Game Dev
DECEMBER 1, 2020
As you may already know, I now have been hired for a month to work on the TileMap and TileSet editors. My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. So here is a first progress report on how things are going. All the work presented here is based on the proposal I made on the godot-proposals repository.
Grumpy Gamer
DECEMBER 29, 2020
I didn't get as much done today as I wanted due to having to "work". I put "work" in quotes because I make games and is that really work? My college adviser didn't think it was. I'm also assuming, much like Ikea furniture, it's ok to have left over parts. I'm sure the builders of the ancient coliseum had this same issue. A couple of left over 10 ton blocks.
Nvidia
DECEMBER 15, 2020
Vulkan is the industry’s first open, cross-vendor standard ray tracing API, enabling portable ray tracing acceleration across diverse platforms. In November. Vulkan is the industry’s first open, cross-vendor standard ray tracing API, enabling portable ray tracing acceleration across diverse platforms. In November 2020, The Khronos Group released the final versions of the Vulkan Ray Tracing extension specifications that seamlessly integrate ray tracing into the existing Vulkan framework so that d
Grumpy Gamer
DECEMBER 12, 2020
I posted before over my frustrations with Microsoft Azure taking so long to do a Windows+Mac build. The frustration reached a boiling point last week when for no reason the Windows build started generating compile errors in stdlib headers. I reverted back to the last build that compiled but the errors continued. I've got to assume something changed in the Azure Windows VM, but there was no mention of it.
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