Sat.Apr 21, 2018 - Fri.Apr 27, 2018

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How to Build up a Facebook Page as a Board Game Dev

Brand Game Development

Of all the social media sites in all the land, Facebook is the king. Last quarter, it had an average of 2.2 billion monthly active users. That is such a phenomenally high number that there is no comparison I can make that will drive it home. Facebook has connected the world in an unprecedented way, opening up a wealth of previously unimaginable opportunities to business owners.

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Godot gets CSG support

Mircosoft Game Dev

After years of discussion on how to implement CSG, Godot finally gets suport for it. This implementation is simple, but makes use of Godot's advanced architecture to shine. Wait, what is CSG? CSG stands for "Construtive Solid Geometry", and is a tool to combine basic (and not so basic) shapes to create more complex shapes. In the 3D modelling software, CSG is mostly known as "Boolean Operators" Why is CSG relevant?

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Daily Pathtracer 12: GPU Buffer-Oriented D3D11

The Astronauts

Introduction and index of this series is here. In the previous post, I changed the CPU path tracer from recursion (depth first) based approach to “buffer based” (breadth first) one. It got slightly slower on PC, and stayed around the same performance on a Mac. I was curious how a similar approach would work on the GPU. Would it be slower or faster than a “super naïve GPU path tracer” I had before?

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Godot in Google Summer of Code 2018

Mircosoft Game Dev

For those who might not be aware, the Google Summer of Code is a yearly program that brings students from all over the world into open source projects. The students have the opportunity to get involved into a real software development process, while the organizations can welcome a new contributor working on a valuable feature, potentially becoming a regular after the summer is over.

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Introducing the new axis handling system

Mircosoft Game Dev

For the past months, popular demand has been growing for a way to properly map controller axes in Godot. For a long time Godot was only able to map a single event to an action, making it impossible to deal with analog strengths. Today (after months of discussions), this problem has been solved, and it only took very little amount of changes to the current input mapping system!

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