Sat.Apr 14, 2018 - Fri.Apr 20, 2018

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The Last Dev Diary & What Comes Next

Brand Game Development

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.

Dev 130
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Daily Pathtracer 11: Buffer-Oriented

The Astronauts

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.

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Godot's documentation is now open for translation

Mircosoft Game Dev

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.

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How to Get Big on Twitter as a Board Game Dev – Revisited in 2018

Brand Game Development

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.

Dev 130
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GLES2 and GDNative, progress report #4

Mircosoft Game Dev

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.

Shaders 52
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Daily Pathtracer 10: Update C#&GPU

The Astronauts

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.

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