Sat.Apr 07, 2018 - Fri.Apr 13, 2018

article thumbnail

Why the Highways & Byways Kickstarter Campaign Crashed & Burned

Brand Game Development

After a year of documenting the Highways & Byways development process through the Dev Diary, this is not the post I wanted to write. I would have much preferred to write a post about how Highways & Byways funded on day 1. Yet today I must write a post on why I canceled the Highways & Byways campaign after two weeks at less than one-third funded.

Data 130
article thumbnail

Unity SRP Overview: Scriptable Render Pipeline

The GameDev Guru

I decided to do some research and write an upcoming experimental Unity feature: Scriptable Rendering Pipelines. Why?

Render 100
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Current Status

Grumpy Gamer

52
article thumbnail

Daily Pathtracer 8: SSE HitSpheres

The Astronauts

Introduction and index of this series is here. In the previous post, I talked about concept of SIMD, structure-of-arrays layout, and one (not good) approach of “let’s use SSE for float3 struct” Just rearranging our sphere data into SoA layout for HitSpheres function gave a nice speed boost. Now that the data is all nice let’s try to use actual SSE SIMD code for that.

article thumbnail

How to Generate Traffic for Your Board Game Website

Brand Game Development

Last week, I talked about why it’s so hard to get noticed online , covering some steps you can take to more effectively draw attention. Following the steps in that article will definitely help you get started, but there is a lot more to marketing than drawing attention. You need to make people interested in what you have to say and what you have to offer.

article thumbnail

Coherent Creature Design

Mnenad

Designing the game world's creatures. As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. Therefor I will present a technique, which is actually more of an artist’s life hack to keep yourself unintentionally creative than an actual technique in my opinion.

Terrain 52
article thumbnail

Daily Pathtracer Part 7: Initial SIMD

The Astronauts

Introduction and index of this series is here. Let’s get back to the CPU C++ implementation. I want to try SIMD and similar stuffs now! Warning: I don’t have much (any?) actual experience with SIMD programming. I know conceptually what it is, have written a tiny bit of SIMD assembly/intrinsics code in my life, but nothing that I could say I “know” or even “have a clue” about it.

Code 52