This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Today marks the conclusion of Dev Diary: Lessons Learned through the Making of Highways & Byways. This is the last Dev Diary. Start to Finish: Publish and Sell Your First Board Game is still going to continue. I’ll be doing a post every Monday instead of every Monday and Friday. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Introduction and index of this series is here. I’ll try to restructure the path tracer a bit, from a “recursion based” approach into a “buffer based” approach. “But why?" I had a thought of playing around with the new Unity 2018.1 async/batched raycasts for a path tracer, but that API is built on a “whole bunch of rays at once” model.
Ever since Godot was open sourced in 2014, localized documentation has been requested every now and then by new users. Some eager translators even started unofficial localized wikis, but without a proper infrastructure for internationalization, those were incomplete and quickly grew obsolete as the English documentation changed. Today, we are finally ready to open the documentation for translation on Hosted Weblate , where we already manage the editor localization.
About a year ago, I wrote How to Get Big on Twitter as a Board Game Dev. It is one of the best articles I’ve done on this site. It fits in beautifully with the Marketing & Promoting Your Game series of Start to Finish: Publish and Sell Your First Board Game. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Introduction. This project report falls a little bit shorter, as much of the work was less "fruitful" but nonetheless important and a good learning experience. In this case I'm talking about a rather big refactoring of how materials are handled in the GLES2 renderer. Still there were some improvements on the GDNative side of things! Roadmap.
Introduction and index of this series is here. Short post; nothing new. Just wanted to update C#, Unity (C#+Burst) and GPU implementations with the larger scene and optimizations from previous blog posts. So that there’s some, ahem, unity between them again. Here they are, as github commits/PRs: Update C# Update Unity/C#/Burst Update GPU (D3D11&Metal) Switch C# to larger scene Add “regular.NET 4.
40
40
Input your email to sign up, or if you already have an account, log in here!
Enter your email address to reset your password. A temporary password will be e‑mailed to you.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content