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In regard to the vertical slice. Do studios work on/produce it to pitch a game or is it used as a milestone to reassure the money people that the game is progressing? (or both)?

Ask a Game Dev

What's more likely to happen is that they fund initial prototypes for several new game ideas, then approve the more promising ones and cull the rest. Most publishers won't fully fund projects from inception to completion unless they are well-established franchises (e.g. Call of Duty, Pokemon, Madden, etc.).

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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

My first task will be integrating an occlusion culling system into the new Vulkan renderer. While occlusion culling is not a silver bullet, it can give big performance improvements in a variety of scenes. Debug output of the prototype implementation. finish line. Red: depth buffer. Green: occluded objects. Blue: visible objects.

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Building upon the initial prototype , we've now reached a state where we're happy to release the Web editor in sync with the native version, so you can find the latest stable version on editor.godotengine.org. Various light culling fixes. Since it was merged earlier this year, we've seen a number of prototypes being developed with 3.3

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Release candidate: Godot 3.3 RC 7

Mircosoft Game Dev

HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Various fixes to light culling ( GH-46694 ). HTML5: Synchronous main, better persistence, handlers fixes, optional full screen ( GH-42266 ). HTML5: Move audio processing to thread when threads are enabled ( GH-42510 ). Rendering: New dynamic BVH ( GH-44901 ).

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Release candidate: Godot 3.3 RC 6

Mircosoft Game Dev

HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Various fixes to light culling ( GH-46694 ). HTML5: Synchronous main, better persistence, handlers fixes, optional full screen ( GH-42266 ). HTML5: Move audio processing to thread when threads are enabled ( GH-42510 ). Rendering: New dynamic BVH ( GH-44901 ).

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Release candidate: Godot 3.2.4 RC 4

Mircosoft Game Dev

HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Various fixes to light culling ( GH-46694 ). HTML5: Synchronous main, better persistence, handlers fixes, optional full screen ( GH-42266 ). HTML5: Move audio processing to thread when threads are enabled ( GH-42510 ). Rendering: New dynamic BVH ( GH-44901 ).

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