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Creating a Build Environment on AWS with Incredibuild

AWS Games

Game developers often need to compile large amounts of C++ code, which requires lots of CPU resources, and developers also need to process other types of heavy compute tasks such as; shader compilation, rendering, asset creation, image conversion, lightmap baking and more. So, how can we do this and with what type of solution?

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Release candidate: Godot 3.4.3 RC 1

Mircosoft Game Dev

Edit: Or not, there's a regression for the web editor in this build ( GH-57592 ). This will be fixed in the next build. stable: Android: Fix relative keystore paths on Android exporter with custom build ( GH-56676 ). C#: Allow configuring Mono debugger agent with command line arguments ( GH-56835 ). GB ( GH-56331 ).

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Release candidate: Godot 3.4.3 RC 2

Mircosoft Game Dev

stable: Android: Fix relative keystore paths on Android exporter with custom build ( GH-56676 ). C#: Allow configuring Mono debugger agent with command line arguments ( GH-56835 ). Networking: Fix HTTPRequest support for requests with "content-length" above 2.1 Mono build (C# support + all the above).

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Maintenance release: Godot 3.4.3

Mircosoft Game Dev

stable: Android: Fix relative keystore paths on Android exporter with custom build ( GH-56676 ). C#: Allow configuring Mono debugger agent with command line arguments ( GH-56835 ). Networking: Fix HTTPRequest support for requests with "content-length" above 2.1 Here are some of the main changes since 3.4.2-stable:

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Unity vs. Unreal: What to Choose for Your Game? | Moonmana

Moonmana

In other words, you can build a game using only blueprints because they are valid pieces of code. Incredibuild makes Unreal Engine even better by speeding up its code builds and shader compilations. The engine provides blueprints that function as building blocks. Additionally, UE is good for prototyping.

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