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How is the process of learning In-house game engines once you get into an AAA studio? Do they immediately put you in production to learn as you go, or does it take some weeks before allocating you to a project?

Ask a Game Dev

The first thing that any new hire has to do is get the project synced to the latest safe build and get the game running. Without being able to run the game, we can't make or test any of the changes we will inevitably need to make. Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?

Dev 102
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Dev snapshot: Godot 4.0 beta 10

Mircosoft Game Dev

Every beta release so far has included a lot of fixes in one or more key areas, and the next major version of the engine starts to finally look complete. Beta 10 will be the last dev snapshot of the year 2022, as a lot of our contributors will no doubt be slowing down for the end of year celebrations and some quality family time.

Beta 101
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Dev snapshot: Godot 4.0 beta 7

Mircosoft Game Dev

The illustration picture for this article is a screenshot of Disinfection , a space horror game by indie duo Evil Turtle Productions which is currently being ported to Godot 4.0 You can follow the developers on Twitter and Mastodon , and wishlist the game on Steam. NET 6 build (C#, GDScript, GDExtension). What's new.

Beta 98
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Dev snapshot: Godot 4.0 beta 8

Mircosoft Game Dev

The illustration picture for this article is a screenshot of Sandfire , an upcoming 3D person action-adventure game by Kmitt. The game was recently ported to Godot 4, see Kmitt's YouTube channel and Twitter for devlogs and updates. Porting: Enable raycast/embree module build for Web and Windows x86_32 ( GH-69169 ). What's new.

Beta 95
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

The game is currently being ported to Godot 4.0 Follow Kenny Park on Twitter or Mastodon for development updates, and check his website to discover other games and applications. iOS: Check Xcode output and display errors if code signing, project build or.ipa export failed ( GH-71212 ). NET 6 build (C#, GDScript, GDExtension).

Beta 110
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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

Some designers care about frames specifically too, but engineers and designers generally use milliseconds or decimal seconds (e.g. Using frames as a specific time measurement is less helpful because development builds typically aren't optimized and may run at different frame rates based on what's going on.

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. They've been building upon Godot 4.0 Buildsystem: Allow building X11 without Vulkan ( GH-70677 ). GDScript: Register enum type names in release build ( GH-64253 ).

Beta 105