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
Brand Game Development
NOVEMBER 30, 2020
I’ve got to level with you – I am tired. It’s not for the usual 2020 reasons either. This year’s been a tough one, and it’ll definitely be an infamous one when the ink dries on the next generation’s textbooks. You’d think being locked up inside would leave me with an excess of time and no way to use it wisely.
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Grumpy Gamer
NOVEMBER 28, 2020
I remember the first time I read this I just chuckled. That was 10 years ago and the myth keeps going. It's been printed (well, web printed) so many times that it is slowly going to become fact and I want to set the world straight. What is true. During the early days of Monkey Island I didn't have a name for Guybrush. We just called him the "guy". When Steve Purcell was doing concepts for "the guy" he was doing them in dpaint.
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.
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