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Hi everyone, I'm building a 2D map renderer in C using OpenGL, and I'm implementing a quadtree system for tile-based level of detail (LOD). The goal is to dynamically subdivide tiles when they appear "stretched" on screen and load higher-resolution versions only when necessary.
Alongside these GPUs, NVIDIA introduced NVIDIA RTX Kit, a suite of neural rendering technologies to ray trace games with AI, render scenes with immense geometry, and create game characters with lifelike visuals. RTX Kit enhances geometry, textures, materials Source
It is unlocking new levels of visuals, performance, and gameplay possibilities with neural rendering. It is unlocking new levels of visuals, performance, and gameplay possibilities with neural rendering and generative AI-powered characters. AI is transforming how we experience our favorite games.
Neural rendering is the next era of computer graphics. By integrating neural networks into the rendering process, we can take dramatic leaps forward in. Neural rendering is the next era of computer graphics.
By 2026, the gaming industry is expected to reach $321 billion , with real-time rendering and AI-driven game art playing a pivotal role in its growth. What was once a domain dominated by pre-rendered graphics and traditional artistry has now shifted toward real-time rendering, highly stylized visuals, and experimental aesthetics.
After several months away from YouTube, I’ve been heads-down working on one thing: improving my engine’s renderer. Through sheer persistence — and a lot of early mornings — I managed to build out several key features that make the renderer feel more complete and polished. Now, seeing the renderer in this state, I genuinely feel proud.
Unity + Universal Render Pipeline (URP) Why it works: URP’s Shader Graph empowers artists to create customized shaders for visual blending. Unreal Engine + Paper2D Use Case: Perfect for cinematic experiences, Unreal’s power for real-time rendering combined with Paper2D’s sprite handling enables expressive 2D overlays on 3D environments.
This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Rendering pipeline improvements : Added support for PipelinePass in the new pipeline. 3D empty project (default settings) : Reduced by 384 KB.
In this video, you’ll see: Before/after comparisons of SSAO in action A quick explanation of how SSAO works Why it’s worth adding to your renderer How I integrated it into my lighting pipeline If you're building your own engine or renderer, or just want to level up your graphics knowledge, this one's for you.
Breaking changes Animation Audio / Video C# Core Documentation Editor GDScript GUI Import Input Internationalization Navigation Physics Platforms Rendering and shaders XR Breaking changes We try to minimize breaking changes, but sometimes they are necessary in order to fix high priority issues. Rendering and shaders Stencils!
Game Market Research Watch GDC Talks on GDC Vault Attend or Exhibit at GDC Advertise With Game Developer Newsletter Sign-Up Newsletter Sign-Up Trending Now Related Topics Layoffs & Studio Closures Generative AI & Machine Learning Lawsuits & Legal News Remote Work & RTO Recent in Trending Now Top Stories A photograph of the Arkane office (..)
The engine includes the following systems: Rendering System Physics System Steering System Animation System Collision System (coming soon) PBR (Physically-Based Rendering) support Although the rewrite is not yet complete, the Untold Engine has reached a stage where you can create simple games.
Systems: These handle the logic, such as rendering, animations, or physics calculations. This design keeps the engine modular and scalable, separating the game logic into three straightforward parts: Entities: These are the game objects (think players, cars, obstacles).
Usually, you want a subject matter expert to handle issues with the subject - an engine programmer to work on the engine, a rendering programmer to work on the renderer, and so on. It happens on occasion, but not super often.
The Unity Profiler provides tools for detecting issues that affect CPU, GPU, rendering, and memory performance. Rendering Analysis: Monitors draw calls, overdraw, and other performance metrics. Rendering Analysis: Monitors draw calls, overdraw, and other performance metrics.
adds support for Meta’s Dynamic Resolution feature, which will dynamically scale down the render resolution in response to system load. This has been shown to increase an application’s frame budget by about ~70%, which can allow rendering higher fidelity graphics than would otherwise be possible on standalone VR hardware. Version 4.0.0
Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! This integration ensures developers targeting macOS or iOS can achieve excellent rendering quality and performance on supported Apple hardware. Highlights Many features originally intended for 4.3
x version Polygon sprite, arbitrary polygon texture rendering that can be batched RiveAnimation, load Rive format animation, supports WeChat and Douyin mini games SpriterAnimation, load animation exported by Spriter, supports all platforms Supported engine versions Engine version: Cocos Creator 3.6.0 opengles2.0) can run, webgl2.0(opengles3.0)
Rendering: Clean up more dynamic allocations in the RD renderers with a focus on 2D ( GH-103889 ). Rendering: Optimize _fill_instance_data function in Forward+ renderer ( GH-103547 ). Rendering: Significantly reduce per-frame memory allocations from the heap in the Mobile renderer ( GH-103794 ).
Rendering: Ameliorate performance regression due to directional shadow fade_start ( GH-99536 ). Rendering Ameliorate performance regression due to directional shadow fade_start ( GH-99536 ). Performance regression due to directional shadow fade_start Users noticed a drop in performance in 3D scenes with DirectionalLight in Godot 3.6
2D and 3D Art How to Implement Texture LOD on a Rendered Earth Sphere in OpenGL? Cancel Save Advertisement Popular Topics C++ - Putting the entire game instance in a heap object? Engines and Middleware Overlapping vertices? Graphics and GPU Programming Weird issue retrieving bits from an integer.
However, the video ignores the UI hierarchy and is always rendered on top of everything. In my project, I wanted to place a video (mp4, etc.) naturally within the UI, so I tried using the VideoPlayer component. Is there a better way to handle this? Cocos Creator: 3.8.6
I’ve already written a number of optimizations for rendering using in-game logic, and I’ve achieved significant gains, but still not the ones I’d like. Can you tell me if significant improvements in 3D rendering performance are planned in 3.8.7? I use Cocos to build a complex 3D level and I can’t achieve the desired performance.
Artificial intelligence is bridging the gap between game visuals and state-of-the-art CGI in films. It is evolving traditional graphics programming and giving. Artificial intelligence is bridging the gap between game visuals and state-of-the-art CGI in films.
UV Mapping & Texturing Modern Physically Based Rendering (PBR) workflows are critical here, ensuring materials react realistically to light within the game engine. Artists unwrap 3D models and apply textures to define surface detail.
Looking for stunning 3D product renders for your ecommerce website? This powerful software allows developers to build their 3D assets and sciences with tools for 3D animation , modeling, rendering, shading, simulation, and more. Get 20-min free consultation on how Unreal can change your game idea.
with a long awaited feature – Vulkan rendering support! GameFromScratch.com Blender 4.5 Beta Arrives with Vulkan Support The Blender Foundation have just shipped Blender 4.5 This is not enabled by default and requires a restart but once enabled it should provide a significant performance boost for most users.
Slow rendering and iteration cycles, delaying content updates. AWS Game Development for cloud-rendering scalability. Real-Time Rendering Advances Next-gen rendering technologies streamline production and improve fidelity: (i). Common issues include: (i). Manual handoffs between concept artists, modelers, and animators. (ii).
Lighting and Rendering : Designing lighting setups, often pre-baked, that enhance mood and performance across platforms. Texturing : Using Photoshop or Substance Painter to craft materials, often hand-painted for stylized looks or photorealistic for AAA realism.
As a solution, I thought about implementing two cameras, one would be responsible for following the player and rendering the world behind them, and the other would be responsible for rendering the HUD. I’ve tried different ways, but one camera always renders on top of the other. Both are handled in the same way.
Were there any quirks with the way the material rendering and animations were converted from Blender to Godot? Since Godot was always our target for rendering, there were some shader features that we didn’t replicate for the preview that we had in Blender. But now those are all resolved.
Business Could region-specific game versions boost industry fortunes? Virtuos thinks so Could region-specific game versions boost industry fortunes? billion Tencent investment Ubisoft is still making layoffs after securing $1.25 billion Tencent investment Ubisoft is still making layoffs after securing $1.25
English, Cyrillic) while using the same texture/atlas for rendering styled text. My goal is to render all supported characters as part of a single texture atlas - not switching fonts per language, to maintain consistent visuals (style, color, effects).
Main Features Full platform compatibility Multi-texture rendering support High-definition text rendering Enhanced dynamic atlasing Enhanced Label component performance Enhanced Spine component performance Support for Spine costume changes using SpriteFrame Multi-threading support For detailed descriptions, please visit our documentation.
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