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Debugging Complications

Ask a Game Dev

Platform-specific - The bug only shows up on a particular platform (e.g. A build-specific, platform-specific, live-only bug that silently fails and requires a bunch of players that only happens after many hours? PS4, Linux dedicated server, Windows 10 service pack 2, etc.)

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Debugging D&I – Amiqus’ Liz Prince on the Empower Up platform

Game Development News

If you missed it late last year, Amiqus – along with Ukie’s #RaiseTheGame - announced the launch of Empower Up, a platform to provide studios of all sizes with the knowledge, frameworks, guidance and resources they need to establish or grow their EDI policies, practices and processes

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Trending Sources

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Rollback Netcode on websocket with a Multiplayer Platformer game demo open sourced

Cocos

Rollback Netcode on websocket with a Multiplayer Platformer game demo open sourced at. GitHub - genxium/DelayNoMore: A Multiplayer Platformer game demo on websocket. Frame data logging toggle for both frontend & backend, useful for debugging out of sync entities when developing new features.

Demo 52
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[3.8.1] Use XCode 15.3 (MACOSX 14.4.1) Build iOS & mac platform failed

Cocos

23.333333333333332% 2024-3-31 21:53:02-debug: // - builder:run-build-stage-make - (104465ms) 2024-3-31 21:53:02-log: [task:make]: failed! 2024-3-31 21:53:02-debug: [Build Memory track]: builder:build-stage-total make start:283.64MB, end 288.87MB, increase: 5.23MB <anonymous> (/Applications/Cocos/Creator/3.8.1/CocosCreator.app/Contents/Resources/resources/3d/engine/scripts/native-pack-tool/source/utils.ts:483:28)

Build 40
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[Video attached] Rollback Netcode on websocket with a Multiplayer Platformer game demo open sourced

Cocos

Rollback Netcode on websocket with a Multiplayer Platformer game demo open sourced at. GitHub - genxium/DelayNoMore: A Multiplayer Platformer game demo on websocket. Frame data logging toggle for both frontend & backend, useful for debugging out of sync entities when developing new features.

Demo 52
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Uplifting Optimizations, Debugging, and Performance Tuning with NVIDIA Nsight Developer Tools

Nvidia

When developing on NVIDIA platforms, the hardware should be transparent to you. GPUs can feel like magic, but in the interest of optimized and performant games, When developing on NVIDIA platforms, the hardware should be transparent to you. Tools can also help handle a more dramatic case: when there is no output on the screen.

Debug 52
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I don’t know if this is confidential or “too technical” for the blog, but how does developing for consoles actually work? As in, what is the workflow like? Obviously, you do all the coding on a PC, but how does the build get tested on consoles? How do you debug on consoles? It would be awesome if you could do a little rundown, but I understand if it’s not possible.

Ask a Game Dev

It has beefier hardware than the retail console (because it needs to be able to hold and run debug builds of the game). Game consoles today typically have plugins for Microsoft Visual studio to handle the remote debugging process. Those text interfaces exist so we can access debug commands.

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