article thumbnail

I Make Board Games in Tabletop Simulator (A Guest Post)

Brand Game Development

That’s because it’s easy to make board games in Tabletop Simulator, an inexpensive board game simulation tool available on the Steam store. I’ve talked about how you can create a Tabletop Simulator demo for your own game before. Who Am I & What is Tabletop Simulator? Need help on your board game?

article thumbnail

Schedule for GodotCon 2019 in Pozna?

Mircosoft Game Dev

Talk: Using Godot for economic simulation and agent-based modelling | Jeremiah Lasquety-Reyes. I talk about how Godot can be used for more intuitive and understandable economic models especially through combining a certain school of economics (Austrian economics) and a certain kind of simulation (agent-based modelling).

Demo 52
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

You Have No Idea How Hard It Is To Run A Sweatshop, Part 2

Designer Notes

I gave a talk on games and meaning at GDC 2023, which is now available on YouTube: However, I fully scripted the talk ahead of time, so I decided it would be worth taking the time to post the slides online, in three parts to have mercy on your browser. These games could only simulate a faulty understanding of how baseball works.

article thumbnail

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

Moonmana

Scripting Unreal uses C++, whereas Unity goes with C#. The best scripting language for your project is one that you’re used to unless you don’t mind challenges. Unreal Engine, on the other hand, provides a choice between C++ programming and Blueprint visual scripting. C# often provides faster compile and iteration times.

Engine 52
article thumbnail

Hosting Persistent World Games on Amazon GameLift

AWS Games

Persistent world games, on the other hand, run the world simulation continuously, with players joining and leaving the world over time. It can also be used to collect custom metrics from the game server process, which is implemented in the sample with a simple StatsD client communicating with the CloudWatch agent.

Games 52