Sat.May 26, 2018 - Fri.Jun 01, 2018

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How to Recover From Failure as a Board Game Dev

Brand Game Development

My difficult experiences with Highways & Byways – my recent game which ended in a failed Kickstarter campaign – have inspired me to add the Failure Recovery series to Start to Finish. This is part three of four. Today I want to tackle a gigantic question: what do you do after you fail? Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.

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Dev snapshot: Godot 3.0.3 RC 3

Mircosoft Game Dev

We're pleased to announce the third release candidate for what will become Godot 3.0.3. Quite a lot of work went into making the Mono exports work for Windows targets. It turned out to be quite a hairy problem. But now Mono exports to Windows, Linux, and MacOS should work with a single click. It is no longer necessary to ship the Mono runtime DLL manually.

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Pathtracer 14: iOS

The Astronauts

Introduction and index of this series is here. I wanted to check out how’s the performance on a mobile device. So, let’s take what we ended up with in the previous post, and make it run on iOS. Initial port Code for the Mac app is a super simple Cocoa application that either updates a Metal texture from the CPU and draws it to screen, or produces the texture with a Metal compute shader.

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Pathtracer 13: GPU threadgroup memory is useful!

The Astronauts

Introduction and index of this series is here. Oh, last post was exactly a month ago… I guess I’ll remove “daily” from the titles then :) So the previous approach “let’s do one bounce iteration per pass” (a.k.a. “buffer oriented”) turned out to add a whole lot of complexity, and was not really faster.

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