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In fighting games counting (comparing) frames on moves/animations is important, even for players. For other types of games, do developers or animators count or tweak to the frame? And when counting small amounts of time like that, how do most studios do it? Frames? Milliseconds?

Ask a Game Dev

Animators typically count things in terms of frames. Some designers care about frames specifically too, but engineers and designers generally use milliseconds or decimal seconds (e.g. seconds) to describe how long something should be. Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?

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Unigine 2.18 Released

Game From Scratch

Released The Unigine game engine just released Unigine 2.18. This release is packed with new features including Direct3D 12 and Vulkan being default renderers, massive performance improvements across the board, new animation and rendering tools and much more. GameFromScratch.com Unigine 2.18 Highlight features of the Unigine 2.18

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Tim Sweeney believes the metaverse is "happening for real"

GamesIndustry.biz

Epic Games showcased its vision for a metaverse at today’s State of Unreal, during which it unveiled more details about the economy around its Unreal Editor for Fortnite , a new unified marketplace, Fab, which offers assets across several game engines, new Metahumans animation tools, and more.

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Unreal Engine 5.3 Released

Game From Scratch

GameFromScratch.com Unreal Engine 5.3 Released Epic Games have just released Unreal Engine 5.3. The popular Unreal game engine gets several new improvements with the 5.3 Released Read More The post Unreal Engine 5.3 Released appeared first on GameFromScratch.com.

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2022 was a waste for my engine until this happened

Harold Serrano

But the main reason was the lack of direction for the game engine. For most of the year, I had no idea what to do with my game engine. I wanted to niche down my game engine to a game genre. But could not decide on the game genre. My instinct was to make the Untold Engine a Football Game Engine.

Engine 59
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Dragon Bone probem

Cocos

Which game engine did your resource load and display the animation properly? Can you provide a screenshot of the code that loads the animation? We can’t see the animations when we import your resource into DragonBones editor.

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Introducing onion skinning for the Godot game engine

Mircosoft Game Dev

This helps animators have a much greater deal of control on repositioning objects on every frame. Right on time before Beta Freeze, our superstar contributor Pedro Estebanez completed Onion Skinning support! This implementation is really good, and allows visualizing future and past frames. More can be read about this work in Pedro's Blog.