article thumbnail

Why 70% of Developers Prefer Unity for Mobile Game Development 

iXie gaming

Mobile gaming has become popular in recent times thanks to the growing number of mobile device users. Several mobile game engines are used to create mobile games. However, Unity has stood out as one of the most preferred and trusted mobile game engines. And that’s where Unity wins.

article thumbnail

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

Using a more specific measurement of real time is more helpful, since the game engine can calculate real time from its (variable) frame time in order to maintain accuracy. Our debug logging keeps tabs on everything in terms of milliseconds so we can see how temporally far apart events in the log fire.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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
article thumbnail

Hard to find Memory or Threading issue

Cocos

My game uses a mostly custom game engine, but we started out using Cocos-2Dx 3.16 This has worked great over the years and we actively publish on iOS and Android and then we debug on Mac. I realize Cocos2D-X is no longer supported, but I have a bit of a unique problem, and truly any direction would be very helpful.

Debug 40
article thumbnail

In-Game GPU Profiling for DirectX 12 Using SetBackgroundProcessingMode

Nvidia

As a result, running with a Debug build of an application may result in less optimal GPU workloads, for instance. By using the DX12 SetBackgroundProcessingMode API in your game engine in this way during development, your in-game GPU profiler will provide more reliable information.

Shaders 130
article thumbnail

Optimizing System Latency with NVIDIA Reflex SDK – Available Now

Nvidia

The NVIDIA Reflex SDK offers developers: Low Latency Mode – Aligns game engine work to complete just-in-time for rendering, eliminating the GPU render queue and reducing CPU back pressure in GPU-bound scenarios, thus reducing latency in GPU bound scenarios. Great for debugging and for real time in-game overlays.

Render 52
article thumbnail

Implementing Path Tracing in ‘Justice’: An Interview with Dinggen Zhan of NetEase

Nvidia

New technologies generally bring new problems, and the debugging process is particularly more difficult. Fortunately, NVIDIA has upgraded the NVIDIA Nsight debugging tool in time, making it an easier process for development work. Debugging costs us significant time. From beginning to end, it took us about five to six months.