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Video Game Prototyping and Its Importance in Game Development

Logic Simplified

Therefore, before developing the game's final version, you must test a prototype. What is a video game prototype, and why is it essential? Video game prototyping is the process of developing a rough plan for your game. Video game prototyping also aids developers in determining what works in their game and what does not.

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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. I have been working on a small prototype implementation and the results so far are promising, but it still needs to be integrated in the rendering backend and exposed to the user. Scene by NHodgesVFX.

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Use Custom Render Pipeline to Enhance your Game Graphics - Guide to Cocos Cyberpunk Source Code

Cocos

Custom Render Pipeline - CRP As the official heavy 3D game demo, Cocos Cyberpunk has undoubtedly put a lot of effort into rendering. Game.EVENT_RENDERER_INITED, () => { director.root.pipeline.setMacroInt('CC_PIPELINE_TYPE', 1); }) the prototype of rendering.setCustomPipeline is as follows.

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

Mircosoft Game Dev

Raise errors when accessing deleted objects in debug. 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. Raise errors when accessing deleted objects in debug.

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D20 RPG – Refactoring (SetUp and TearDown)

The Liquid Fire

Add(TearDown); } Demo Well… there isn’t anything “new” in this lesson, but it’s probably a good idea to play the demo and make sure nothing has broken. If you want, you might want to add debug logs to make sure data gets deleted after combat entities are destroyed.

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D20 RPG – Positional Awareness

The Liquid Fire

As a side benefit, you can look at the script in the inspector and see the Entity’s id which may be useful for a variety of debugging purposes. I probably left them in by mistake from one of my previous prototype passes. Demo Play the game until you reach the Encounter. Go ahead and open the script and delete them.

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D20 RPG – Action Menu

The Liquid Fire

Encounter Scene We need to do a little extra setup in our Encounter scene so go ahead and open it: Add an instance of the new Action Menu prefab to the scene as a child of the root Demo game object. So for now all we do is print the name to the debug console. Play(); Demo Play the game from the LoadingScreen. Save the scene.