Sat.Jul 16, 2022 - Fri.Jul 22, 2022

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How can the next wave of Web3 games become sustainable?

Deconstructor of Fun

This analysis is written by Javier Barnes. This is not financial advice, and the opinions are strictly his own. The current massive deceleration of the Web3 space is a good moment to re-evaluate and re-think the fundamentals of Web3 gaming. Although many whitepapers mentioned sustainability, the previous gold rush meant that for most players and crypto investors, it was just another promise to fuel the hype.

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Integrating NVIDIA Reflex: Q&A with Pathea Head of Technology Jingyang Xu

Nvidia

NVIDIA spoke with Chief Wizard of Pathea, Jingyang Xu, about himself, his company, and the process of implementing NVIDIA Reflex in My Time at Sandrock, the. NVIDIA spoke with Chief Wizard of Pathea, Jingyang Xu, about himself, his company, and the process of implementing NVIDIA Reflex in My Time at Sandrock , the studio’s latest release. For those who may not know you, could you tell us about yourself?

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Release candidate: Godot 3.5 RC 7

Mircosoft Game Dev

The upcoming Godot 3.5 is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. We are now at the Release Candidate stage, finalizing everything so that we can release 3.5-stable for all users. At this stage we need people to test this release (and potential follow-up RCs) on as many projects as possible, to make sure that we catch non-obvious regressions that might have gon

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Managing Your Game Studio on AWS: Part 1

AWS Games

Written by Adam Hatfield, Pawan Matta and Daniel Whitehead Edited by Nathan Graves. As game developers first begin their cloud journey, you commonly hear them ask, “Where do we start?” AWS has over 200 services, countless features, and it can be hard to know where to begin and why. One of the most beneficial things your game studio can do early on is establish good management and governance of your AWS environments.

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Sung Choi

Concept Art World

Concept Art World. Sung Choi. Sung Choi is a concept artist who has worked for clients such as Marvel Studios, Disney, Warner Bros, Bungie, Wizards of the Coast, and, Netflix Animation. Born and raised in South Korea, Sung later moved to Los Angeles and attended Otis College of Art and Design where he majored in Digital Media. Link: Website | Facebook | Twitter | Instagram.

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Explore the RTX Platform within Game Engines at New ‘Level Up with NVIDIA’ Webinars

Nvidia

The new 'Level Up with NVIDIA' webinar series offers creators and developers the opportunity to learn more about the NVIDIA RTX platform, interact with NVIDIA. The new ‘Level Up with NVIDIA’ webinar series offers creators and developers the opportunity to learn more about the NVIDIA RTX platform, interact with NVIDIA experts, and ask questions about game integrations.

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Release candidate: Godot 3.4.5 RC 1

Mircosoft Game Dev

While Godot 3.5 is nearing a stable release, we still want to provide relevant bug fixes to users of the current 3.4 stable branch who might not be ready to upgrade right away. It's been a long time since the release of Godot 3.4.4 , and there are a few important fixes coming up in Godot 3.4.5. This Release Candidate is intended to help validate those fixes and make sure that Godot 3.4.5 is ready to publish.

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D2 log 068 – Water shader

Catnip Games

Spent some time tinkering with shaders. It was fun but also hard to come up with something actually usable in the game. Ended up with a subtle effect which is blended on top of the pre-rendered water surface. It doesn’t tile properly but the seam is hard to notice so I’m fine with it. I also tried distortion for the bottom layer but UV wrapping is a problem because the tiles are in a texture atlas.

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Garrisons 2.0

Grid Sage Games

Garrisons were originally added to Cogmind in the months after the first Alpha release in 2015 (see an overview here ) as an optional location for players to visit, adding a unique extra dimension to the world to answer the question “what if I infiltrate these things where many enemy squads come from?” (More recently here on the blog I covered that category of Cogmind maps, the “ maps between maps ,” since a third such map type was added this year.).

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Swallowing the elephant into Blender

The Astronauts

Some years ago Matt Pharr wrote an excellent blog post series, “Swallowing the elephant”, in which he describes various optimizations done in pbrt using Disnay’s Moana Island Scene. Recently I was optimizing Blender’s OBJ importer, and the state of it in the end was “the bottlenecks are not OBJ specific anymore” I was looking for some larger test scene to import, noticed that the Moana scene got a USD version done in 2022, and started to wonder how well that w

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Crazy and Fun Time Management Kitchen Game

Logic Simplified

Complete Project Details. Game Genre. Entertainment. App Platform. iOS and Android. Time Duration of Project. October 2019 - Ongoing. Our Team on Project. Project manager - 1. Animator - 3. UI Designer - 3. 2D Artist - 1. Front-end Developer - 3. Back-end Developer - 2. Tester - 2. Project Introduction. An addictive, fast-paced and time management cooking gaming app that keeps entertained for hours.

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Data Structures in RPGs: Lists

Cloudy Heaven Games

In the last article, we looked at the array data structure. This time, we will discuss lists. As we mentioned in the arrays article, in some languages, such as JavaScript, arrays and lists are the … Continue reading → The post Data Structures in RPGs: Lists appeared first on Cloudy Heaven Games.

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