Mon.Oct 17, 2022

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Cristina Bencina

Concept Art World

Concept Art World. Cristina Bencina. Cristina Bencina is an artist & illustrator living in sunny Aurora, Colorado. Born on Long Island, New York, she studied illustration and received her BFA at the School of Visual Arts in New York City. She creates work with digital, mixed media, and traditional linocut printmaking techniques. Link: Website | Facebook | Twitter | Instagram.

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Improving funnels processing from ~20 mins to seconds

Game Analytics

Editor’s note: we recently shared details of a major GameAnalytics update which includes a substantial overhaul to our product and infrastructure. Check it out for more context. At GameAnalytics we have been using Apache Druid and Imply (Imply.io) for over four years to power our analytical backend, allowing us to achieve a responsive frontend experience for our users.

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Creating an FPS controller using New Input System in Unity

Game Development for Beginners

There are tons of tutorial on creating an FPS controller using the old input system but very few when it comes to the new input system. So, in this tutorial, we will see how to use the Unity’s new input system to create an FPS controller for your game. Video Tutorial Add the player to. Read more.

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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

Written by Enrico D'Angelo Enrico was VP of Product at Activision Publishing running the Free to Play game portfolio and is currently a VP of Product at Roblox. Thoughts and opinions shared in this analysis are strictly his own and do not represent those of his past or present employers. Activision shut down Call of Duty: Onlineā€™s servers at the end of August 2021.

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Emulating Double Precision on the GPU to Render Large Worlds

Mircosoft Game Dev

One of the problems with developing games with large game worlds is that objects start to jitter and teleport around as you move away from the world origin. This post is about how we overcame one challenge in particular and what we did. The Problem. By default Godot uses single-precision floating point numbers to store things like object positions. While GDScript typically allows users to do user-space calculations with double precision, those calculations get truncated as soon as they are store

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Emulating Double Precision on the GPU to Render Large Worlds

Mircosoft Game Dev

One of the problems with developing games with large game worlds is that objects start to jitter and teleport around as you move away from the world origin. This post is about how we overcame one challenge in particular and what we did. The Problem. By default Godot uses single-precision floating point numbers to store things like object positions. While GDScript typically allows users to do user-space calculations with double precision, those calculations get truncated as soon as they are store

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