This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
I want to try something different today. Today, I have a challenge for you as a board game designer. I want to see you make a board game in 28 days. I know! It’s a big goal. But I believe momentum builds on itself, and sometimes, the most important thing you can do is get started. That’s why I’ve provided a 28-day game design challenge for you.
As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times. CPU Optimization. Before getting into the GPU side, several optimizations have been done on the CPU side: Culling is now done in a brute-force way which is extremely cache efficient.
Crunch is an ugly monster that eats time, money, and energy; then spits out buggy games and unhappy employees! In light of our CEO Martin’s upcoming panel at PG Connect, I thought now would be a good time to take a look at one of his previous talks. For the opening of the social platform. The post How to Avoid Crunch (And What to Do if You Can’t) appeared first on Tiny Hydra.
This analysis is written by Michail Katkoff , Adam Telfer , Ionut Dogaru , and Alexandre Macmillan. Access all of our previous predictions. Signup for the newsletter. Apply for our Slack group. Our 2021 predictions have been sponsored by Facebook Gaming. Facebook Gaming helps developers and publishers to build, grow, and monetize their games. This is done through in-depth research, insights, and case studies as well as innovative marketing solutions and education materials.
Well, in this 'not quite devlog' episode I rap about the ups and downs of a game developer's life. Feel free to diss me in the YouTube comments. When you're done so, check out other stuff including my devlogs. watch on YouTube. Lyrics: Open the console log - tryin’ to print „Hello World“, Here’s your favourite f**king nerd.
Two months have passed since my last progress report on the tiles editor rework. A lot of things have been implemented since then. Here are the news. See other articles in this Godot 4.0 tiles editor series: Tiles editor progress report #1. (you are here) Tiles editor progress report #2. Tiles editor progress report #3. Tiles editor progress report #4.
Never underestimate the power of a design document. Whether you’re working on a personal project, internal project or a commission job for a client, if you won’t have a source of information to reach for, the lack of it will eventually start to haunt you. This post will consist of two parts. In the first one, we will list the most important reasons why you should create at least an outline of the fundamental features and mechanics you want to have your game.
Never underestimate the power of a design document. Whether you’re working on a personal project, internal project or a commission job for a client, if you won’t have a source of information to reach for, the lack of it will eventually start to haunt you. This post will consist of two parts. In the first one, we will list the most important reasons why you should create at least an outline of the fundamental features and mechanics you want to have your game.
This analysis is written by Brett Nowak , CEO of Liquid and Grit, and Lloyd Melnick , General Manager at Chumba Casino. Access all of our previous predictions. Signup for the newsletter. Apply for our Slack group. Our 2021 predictions have been sponsored by Facebook Gaming. Facebook Gaming helps developers and publishers to build, grow, and monetize their games.
Howdy Godotters! Time for another brief update on the HTML5 export for Godot. Web Editor. First of all, the Web Editor reached release candidate state, and now has a dedicated address where you can also browse previous releases. There are still few issues ( #44754 , 44755 ) we are ironing out, but it should be gold by the end of the month. Gamepad API.
Godot has many communication platforms used by the community to talk about the engine and their projects: GitHub for development, the Q&A for technical questions, Reddit , Discord , and several others for user discussions, Twitter for announcements, etc. Up until recently, engine contributors favored the tried and trusted IRC protocol on Freenode as their main chat communication platform, but we are now moving all developer channels to the new Godot Contributors Chat : Join chat.godotengine.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content