Sat.Oct 15, 2022 - Fri.Oct 21, 2022

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Are You Stuck Somewhere?

The GameDev Guru

Talking about the games industry.

Games 100
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Emulating Double Precision on the GPU to Render Large Worlds

Mircosoft Game Dev

One of the problems with developing games with large game worlds is that objects start to jitter and teleport around as you move away from the world origin. This post is about how we overcame one challenge in particular and what we did. The Problem. By default Godot uses single-precision floating point numbers to store things like object positions. While GDScript typically allows users to do user-space calculations with double precision, those calculations get truncated as soon as they are store

Render 52
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Games That Play Themselves

DameDev.tv

Join Industry veterans Rick Davidson & Tim Ruswick* in a conversation about games that play themselves! Find out what that actually means, watch them play Despot’s Game and learn new game dev tips as they answer questions from the community. (*Rick has more than 14 years experience in the game dev industry, working on IP's that include Mario, Transformers, Captain America and Mortal Kombat.

Games 52
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The Key Differences between a Remake, Remaster, and Game Porting

Starloop Studios

It’s important to understand what you need best for your gaming projects. If you’re working on a new title, a remake or a remaster can often prove highly effective at drawing in new audiences. A game port is just as effective with a recent title, allowing new players to dive into your game by [.].

Games 52
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The Art of Avatar The Way of Water

Concept Art World

Concept Art World. The Art of Avatar The Way of Water. Take an exclusive, behind-the-scenes look at the creative process of James Cameron’s Avatar: The Way of Water. Packed with hundreds of stunning images and written in collaboration with the filmmakers themselves, uncover the incredible creative and technical skill that went into the making of Avatar: The Way of Water.

Art 52
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6 (more) narrative techniques to make better games

Game Analytics

In our last article , we covered the three major C’s of storytelling: character, conflict, and change. Using these rules will set the foundation of your game’s narrative. But that doesn’t mean your work is done. There’s so much more to building a strong narrative. And in part two of our storytelling series, we cover six narrative techniques you can use in your titles to help boost your storytelling and character development.

Games 52
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Clockwork Game Design Podcast – The Final Fantasy Episode

Keith Burgun

Hi all! It’s been awhile since the last episode. This year I got married and went on my honeymoon, so things have been kind of crazy. But now, they’re sort of going back to normal. Over the last six months, I guess partially because I was doing a bit of traveling, but also partially because I got a Retroid handheld and a Steam Deck (both of which are phenomenal, game-changers for game-playing, for me at least), I’ve been on this crazy Final Fantasy kick.

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Cristina Bencina

Concept Art World

Concept Art World. Cristina Bencina. Cristina Bencina is an artist & illustrator living in sunny Aurora, Colorado. Born on Long Island, New York, she studied illustration and received her BFA at the School of Visual Arts in New York City. She creates work with digital, mixed media, and traditional linocut printmaking techniques. Link: Website | Facebook | Twitter | Instagram.

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The Frightening Chameleon or How to Get to Know Lars von Trier

Filmustage

There is much hatred for this director for his contrived and excessive frankness. Others find him on the verge of political correctness and sincerity. We don't want to take sides, but we take this challenge. What kind of director is Lars von Trier, and how to approach his movies? Today we want to dedicate our blog to the most controversial filmmaker of our time.

Film 52
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Top 10 Hyper-casual Game Ad Networks in 2022 (Q3)

Game Analytics

Editor’s note: This article was written and published by Tenjin. You can find their original version here. . We have released our “Hyper-Casual Benchmark Report” for Q3 2022. In this report, you’ll gain exclusive insights on ad spend and CPI on a country and platform level. Additionally, we have partnered with GameAnalytics to bring you a Day 1 and Day 7 retention benchmark.

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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

Written by Enrico D'Angelo Enrico was VP of Product at Activision Publishing running the Free to Play game portfolio and is currently a VP of Product at Roblox. Thoughts and opinions shared in this analysis are strictly his own and do not represent those of his past or present employers. Activision shut down Call of Duty: Online’s servers at the end of August 2021.

Content 52
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Creating an FPS controller using New Input System in Unity

Game Development for Beginners

There are tons of tutorial on creating an FPS controller using the old input system but very few when it comes to the new input system. So, in this tutorial, we will see how to use the Unity’s new input system to create an FPS controller for your game. Video Tutorial Add the player to. Read more.

FPS 52
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Creating Hair using Power Strokes Inkscape

2d Game Art Guru

Using Power Strokes to create Hair in Inkscape. Inkscape Video tutorial. In this video, I will show you how to quickly and easily create hair using power strokes in Inkscape. I was playing around with power stroke for a video on more complex plants [to add to the current version ] in Inkscape, when I came across a post on social media with a little hairy monster.

Media 52
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Improving funnels processing from ~20 mins to seconds

Game Analytics

Editor’s note: we recently shared details of a major GameAnalytics update which includes a substantial overhaul to our product and infrastructure. Check it out for more context. At GameAnalytics we have been using Apache Druid and Imply (Imply.io) for over four years to power our analytical backend, allowing us to achieve a responsive frontend experience for our users.

Feature 52
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Emulating Double Precision on the GPU to Render Large Worlds

Mircosoft Game Dev

One of the problems with developing games with large game worlds is that objects start to jitter and teleport around as you move away from the world origin. This post is about how we overcame one challenge in particular and what we did. The Problem. By default Godot uses single-precision floating point numbers to store things like object positions. While GDScript typically allows users to do user-space calculations with double precision, those calculations get truncated as soon as they are store

Render 40
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Dev Game Club Podcast Interview

Click Nothing

A few nights ago I had the pleasure of chatting with Tim and Brett at Dev Game Club after they had just spent the past five episodes of their podcast playing and talking about Far Cry 2. The series starts.

Dev 40
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Beyond Victory (Game Days 2022)

iHobo

International Hobo founder and chief consultant Chris Bateman is returning to the Game Days conference, with a keynote entitled "Beyond Victory" at 11 am on Saturday 5th November. The event takes place in the beautiful city of Košice in the Slovak Republic, and attracts game developers from all over Europe. Chris talk is described as follows: Everybody likes to win, but not everybody is willing to endure frustration to get there.

Games 40
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SWAP Report for Defense Software Overview

Perforce

In May 2019, the Defense Innovation Board (DIB) published the Software Acquisition and Practices (SWAP) report. Influenced by those findings, Perforce surveyed more than 300 aerospace and defense software development professionals to better understand the current challenges that they face. The findings of that survey were published in The State of Aerospace and Defense Software Development.