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When I was a neophyte game developer, I found an excellent article by Wizards of the Coast, creators of Magic: the Gathering , called Ten Things Every Game Needs. It was written almost five years ago, but the wisdom within the article is still very relevant. This two-part article was so influential in my initial design of War Co. that I actually quoted it in my business plan.
Here's a question for those of you who develop for Oculus VR. How much do you really know about the Oculus CPU and GPU hardware levels? Let's see what these hardware levels are doing to your game.
This post is outdated and it does not reflect the current state of the Navigation Server in Godot 4.0. If you want to read more about the most recent version you can do so here: [link]. [link]. Godot 4.0 features start to land in the development branch, and I'm pleased to introduce you the new NavigationServer and NavigationServer2D interfaces. In previous Godot versions, we didn't have a Navigation server and everything was done through the use of the Navigation node.
This analysis is written by UX Reviewer’s Om Tandon and product guy and blog writer Alexandre Macmillan To make sure you don’t miss all the following prediction posts, please do subscribe to the Deconstructor of Fun newsletter. You can find all of our 2020 predictions here. Unless otherwise specified, all the data has been provided by the wonderful services of App Annie.
Most projects you will create in Unity are probably intended to be interactive. They should be able to respond to mouse clicks and drags, keyboard, touch, or other forms of user input. This tutorial will cover a variety of options by which you can manage these types of events. MonoBehaviour Events. Tip – the methods we will examine here are very quick and easy to use, but I consider them to be “legacy” code.
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