Current Status
Grumpy Gamer
APRIL 13, 2018
Brand Game Development
APRIL 13, 2018
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.
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The GameDev Guru
APRIL 10, 2018
I decided to do some research and write an upcoming experimental Unity feature: Scriptable Rendering Pipelines. Why?
The Astronauts
APRIL 11, 2018
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.
Grumpy Gamer
APRIL 12, 2018
Ron Gilbert's often incoherent and bitter ramblings about the Game Industry
Brand Game Development
APRIL 9, 2018
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.
Mnenad
APRIL 9, 2018
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.
The Astronauts
APRIL 13, 2018
Introduction and index of this series is here. In the previous post, I did a basic SIMD/SSE implementation of the “hit a ray against all spheres” function. And then of course, me being a n00b at SIMD, I did some stupid things (and had other inefficiencies I knew about outside the SIMD function, that I planned to fix later).
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