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Why 70% of Developers Prefer Unity for Mobile Game Development 

iXie gaming

This game engine requires minimal coding knowledge to build mobile games – instead, it offers a visual scripting system and supports third-party solutions such as Bolt. Exceptional Graphics User experience is of utmost priority in mobile game development. Whether you’re looking for 2D or 3D graphics, Unity has got you covered.

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Top Emerging Free Game Development Tools and Trends!

Big Games

Here are some of them: AI-Powered Content Creators Ludo AI: This tool excels at generating gameplay concepts and mechanics based on your preferences. OpenGameArt: Another excellent resource for free game assets, OpenGameArt focuses on 2D graphics and audio.

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Using Unreal Engine for AR and VR Development

Logic Simplified

To be specific, this surge has been a result of the dynamic audio-visual effects, the natural player-to-character interaction, photorealistic 3D graphics, and engaging levels, characters, and mechanics of the game. Its advanced 3D creation tools empower developers to build photoreal visuals for immersive experiences.

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

Moonmana

Created by Epic Games in 1988, Unreal has won worldwide recognition for high-end graphics and photorealistic quality and has taken the mantle as the AAA game engine. Both engines provide great capabilities to create high-quality and immersive graphics. What is Unreal? What is the key to its success? VR and AR games.

Engine 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. Visual Scripting.

Render 52
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GSoC 2019 progress report #1 (part 2)

Mircosoft Game Dev

Improvements to the Visual Scripting System by Swarnim Arun. This means having lots of lights no longer creates a performance hit on the rendering pipeline, since all we need to do is sample a single texture and we get the amount of light coming from all light sources. Interactive Music by Daniel Matarov.