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Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here. Launching a board game on Kickstarter is an extremely nerve-wracking experience. So much so that a working title for this post was “Kickstarter Launches are Decadent and Depraved” – I was going to write it in gonzo style.
Thimbleweed Park's one-year anniversary is this Friday, and to help commiserate (I mean celebrate) the game is going to be 50% off for one day on all platforms. If you're thinking of picking it up, you might want to hold off a few days. This will be the deepest discount we've offered, after that, it's back to our normal price (but still less than the Guybrush approved price for a video game).
If you are eagerly watching our Patreon page for news or following Juan on Twitter , you might have seen that we just reached our third Patreon goal at a very generous USD 7,500 per month! After hiring our lead developer Juan Linietsky full-time in September 2017 , and our GDNative and GLES 2 developer karroffel part-time in December 2017 , we can now hire myself ( Rémi Verschelde ) full-time too as project manager, release manager, and representative!
Introduction and index of this series is here. As promised in the last post, let’s port our path tracer to C#, both outside & inside of Unity. This will also contain a brief example of Unity 2018.1 “Job System”, as well as Burst compiler. There will be nothing specific to path tracing in this post! Basic C# port Let’s do a standalone (outside of Unity) C# port first.
One of the greatest forms of marketing, my personal favorite, in fact, is content marketing. The term “content marketing” gets thrown around carelessly on the Internet way too much and with little meaning attached, but the basic idea is simple. Content marketing means you market your brand or your product by sharing information with potential customers.
Thimbleweed Park’s one-year anniversary is this Friday, and to help commiserate (I mean celebrate) the game is going to be 50% off for one day on all platforms. If you’re thinking of picking it up, you might want to hold off a few days. This will be the deepest discount we’ve offered, after that, it’s back to our normal price (but still less than the Guybrush approved price for a video game).
As mentioned in a previous blog post , we plan to continue supporting the 2.1.x branch for a while - at least until 3.1 is released, bringing back support for low and mid-end mobile and low-end desktop GPUs via OpenGL ES 2.0 / OpenGL 2.1. The feedback on the previous 2.1.5 beta 1 and 2 builds was relatively good, and many fixes have been done since, especially to the (still imperfect, but better) tool to convert 2.1 projects to the Godot 3 API.
As mentioned before, I realized I’ve never done a path tracer. Given that I suggest everyone else who asks “how should I graphics” start with one, this sounded wrong. So I started making a super-simple one. When I say super simple, I mean it! It’s not useful for anything, think of it as [smallpt] with more lines of code :) However I do want to make one in C++, in C#, in something else perhaps, and also run into various LOLs along the way.
As mentioned before, I realized I’ve never done a path tracer. Given that I suggest everyone else who asks “how should I graphics” start with one, this sounded wrong. So I started making a super-simple one. When I say super simple, I mean it! It’s not useful for anything, think of it as [smallpt] with more lines of code :) However I do want to make one in C++, in C#, in something else perhaps, and also run into various LOLs along the way.
I went to GDC yet again (this time GDC 2018) trying to see how Godot is doing at the game industry. To my surprise this time, it was quite different. Game Developers Conference. Before anything, I'm sure that many reading this article don't really know what GDC is. GDC stands for "Game Developers Conference", and it's the biggest industry wide event for game developers.
Introduction and index of this series is here. Let’s make an initial implementation very similar to Ray Tracing in One Weekend (seriously, just buy that minibook). Source code is here on github. “Main” file is Test.cpp here. Pretty much everything outside that file is plumbing and not related to path tracing itself. Visual Studio 2017 project files in Cpp/Windows/TestCpu.sln.
Introduction and index of this series is here. At the end of the last post, I had the path tracer running at 28.4 million rays/second on a 4 year old Mac laptop, but only at 14.8 Mray/s on AMD ThreadRipper PC. Why? That’s what this post is about. The problem? Random number generator Turns out, the problem was in my little random number generator.
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