Object Pooling in Unity 2021+
The GameDev Guru
MARCH 29, 2021
In this blog post I will show you how to use object pooling in Unity 2021 with this new official API so you don't have to mess with 3rd party code that breaks on every Unity upgrade.
The GameDev Guru
MARCH 29, 2021
In this blog post I will show you how to use object pooling in Unity 2021 with this new official API so you don't have to mess with 3rd party code that breaks on every Unity upgrade.
Brand Game Development
MARCH 29, 2021
From time to time, I see board game creators on social media who have been working on the same design day-in, day-out for years on end. Of them, they seem to fall into two basic camps. The first are people making a board game as a labor of love, who know they’re taking their sweet time on it, and they’re OK with it. And the second camp? They don’t like what they’re doing, and they just won’t quit.
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Concept Art World
MARCH 27, 2021
Concept Art World. The Art of Assassin’s Creed Valhalla. Ubisoft and Dark Horse Books provide a look into the world of Assassin’s Creed Valhalla: A world defined by the harsh beauty of Viking life, rich with fascinating characters and breathtaking landscapes. This oversized hardcover art book offers an insider’s look at the immersive art direction of Assassin’s Creed Valhalla the first title in the franchise to explore Norse culture and the Viking invasion of England in t
Mircosoft Game Dev
MARCH 31, 2021
Edit: We have seen many comments on our April Fool's joke. We strive to make the Godot community, and game development in general, a welcoming place for everyone. By not understanding the various ways in which our joke could be interpreted we have failed in this goal. The Godette character was made years ago. It was not created for this joke. The joke itself was intended to poke fun at a very vocal minority of users who think that our robot logo isn't "professional", thus the joke was
Tiny Hydra
APRIL 1, 2021
One of the weaknesses of the game industry is that we are fairly slow to adopt new processes. A great framework that has come out in the last few years is GIST. It allows teams to eliminate the use of road-maps and stay Agile in their planning as well as their implementation. The post GIST for Games (Development): Is GIST the Right Tool for Your Project Planning?
Nvidia
APRIL 1, 2021
Game and professional visualization developers need the best tools to create the best games and real-time interactive content. To help them achieve this goal, Game and professional visualization developers need the best tools to create the best games and real-time interactive content. To help them achieve this goal, NVIDIA has pioneered real-time ray tracing hardware with the launch of the RTX 20 series.
Game Design Aspect
MARCH 30, 2021
Hi! If you missed it, the SXSW Online 2021 panel, Creating Touchstones in Emergent Narrative , is still up on-demand for pass holders. I'll be speaking on a panel, Screenwriting for Games: The Challenge of Choice-Based Narratives , next week at SCAD Gaming Fest along with Patric Verrone and Marianne Krawczyk. This high-powered event was organized in collaboration with the Writers Guild Foundation.
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That One Game Dev
MARCH 30, 2021
In this article, I explore how to create a Godot module in C++ by wrapping up the compilation of Godot with the CMake build system. The post Godot Module using CMake appeared first on That One Game Dev.
Grumpy Gamer
APRIL 1, 2021
For going on 17 years the Grumpy Gamer blog has been and always will be April Fools' day free. Stay strong.
Mircosoft Game Dev
MARCH 30, 2021
In case you missed the recent news, we decided to change our versioning for Godot 3.x and rename the upcoming version 3.2.4 to Godot 3.3 , thereby starting a new stable branch. Check the dedicated blog post for details. This 7th Release Candidate fixes a number of regressions which had been introduced since 3.2.3. Nearly all critical regressions have now been fixed, so we should be able to release Godot 3.3 stable in the near future.
Mircosoft Game Dev
MARCH 28, 2021
If you are following me on Twitter (where I post my progress on different Godot features I work on), you might have noticed that I took a two month break from rendering to work on many long standing editor improvements and features. While I am far from being the only contributor working on editor-related tasks, I put together a list of everything I have been working for the past two months!
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