Sat.Oct 16, 2021 - Fri.Oct 22, 2021

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Visualizing Depth Precision

Nvidia

This post was originally published on the Developer Zone. Depth precision is a pain that every graphics programmer has to struggle with sooner or later. Many. This post was originally published on the Developer Zone. Depth precision is a pain that every graphics programmer has to struggle with sooner or later. Many articles and papers have been written on the topic, and a variety of different depth buffer formats and setups are found across different games, engines, and devices.

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Ownership: How Virtual Worlds Work, part 5

Raph Koster

L et’s get one thing out of the way first. Ownership of anything digital is illusory, and always will be. How Virtual Worlds Work. 1: Clients, servers, and art. 2: Maps. 3: Object templates and instances. 4: Object behaviors. 5: Ownership. Then again, it’s illusory in the real world, too. Ownership is a convention , not physical reality. This is why we have sayings like “Possession is nine-tenths of the law,” which basically means “you can claim you own something all you want, but if you don’t p

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TNT: Fushi no Kami Volume 01 by Amakawa Mizuumi

Game Industry News

Hey all I’m back with the first entry in a rather interesting series for this week’s Translation Necessary Thursday. It’s Fushi no Kami Volume 01 by Amakawa Mizuumi! Plot: The plot is pretty great and honestly I really enjoyed this first volume quite a bit. It deals with a young boy named Ash who having memories of his past life decides he won’t accept the current standard of living his village has.

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Designer Notes #60: Andy Schatz – Part 2

Designer Notes

In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss what Monaco and Rashomon have in common, how familiarity with your best players can be more valuable than metrics, and why the flag bearer in Tooth and Tail can’t attack.

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Return of the expo

The Art of the Game

or: How I spent my weekend. So – now that I’m back, rested, exhausted from all the catch up work, stressed from the up coming holiday season and prepping for the next one; I can properly relate the adventures of GDEX/Origins. I had started prep week with the usual busy work; getting my expo gear out of the closet, gently washing my ‘Booper’ t-shirts, hastily ordering new stickers since my stock was low – and being dismayed to find my new banner had gotten wrinkled f

Dev 52
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Python Asynchronous Programming

That One Game Dev

In this article I show the complete basics for how async code gets executed. This is a topic relevant for network development with python. The post Python Asynchronous Programming appeared first on That One Game Dev.

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How to Hire the Best

Deconstructor of Fun

This text is written by Michail Katkoff , CEO of Savage Game Studios. The goal of this text is to offer three key takeaways: Underline that teams comprised of talented and inspired individuals exponentially increase your chances of success. Share some concrete examples for building a talent strategy. Emphasize that there is no one-approach-fits-all talent strategy.

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch (see our release policy for details on the various Godot versions). With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches).

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Advanced API Performance: Async Compute and Overlap

Nvidia

This post covers best practices for async compute and overlap on NVIDIA GPUs. To get a high and consistent frame rate in your applications, see all Advanced API. This post covers best practices for async compute and overlap on NVIDIA GPUs. To get a high and consistent frame rate in your applications, see all Advanced API Performance tips. The general principle behind async compute is to increase the overall unit throughput by reducing the number of unused warp slots and to facilitate the simulta

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First First Contact: First Cliffhanger

Game Industry News

HERE THERE BE SPOILERS. “ First First Contact ” marks the end of season two, and watching it, I found myself a touch confused until the last five minutes of the episode. Considering that the Pakled threat has been such an important part of season 2, I kept asking myself where the Pakleds were. Certainly, the show kept me intrigued, but I thought ending the season with a regular episode to be an odd choice.

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Load Balancing SmartFoxServer 2X with HAProxy

Smart Fox Server

In this article we are going to explore several ways to use the open source HAProxy load balancer in conjunction with SFS2X , to increase the scalability and availability of a multiplayer project. We are going to show different configurations for TCP and Websocket connections and several ways to setup the system for common use cases. To get the most out of this tutorial we require a basic knowledge of what a Load Balancer is and how it works , and some familiarity with the basics of networking a

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