Sat.Apr 07, 2018 - Fri.Apr 13, 2018

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Why the Highways & Byways Kickstarter Campaign Crashed & Burned

Brand Game Development

After a year of documenting the Highways & Byways development process through the Dev Diary, this is not the post I wanted to write. I would have much preferred to write a post about how Highways & Byways funded on day 1. Yet today I must write a post on why I canceled the Highways & Byways campaign after two weeks at less than one-third funded.

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Unity SRP Overview: Scriptable Render Pipeline

The GameDev Guru

I decided to do some research and write an upcoming experimental Unity feature: Scriptable Rendering Pipelines. Why?

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Daily Pathtracer 8: SSE HitSpheres

The Astronauts

Introduction and index of this series is here. In the previous post, I talked about concept of SIMD, structure-of-arrays layout, and one (not good) approach of “let’s use SSE for float3 struct” Just rearranging our sphere data into SoA layout for HitSpheres function gave a nice speed boost. Now that the data is all nice let’s try to use actual SSE SIMD code for that.

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Coherent Creature Design

Mnenad

Designing the game world's creatures. As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. Therefor I will present a technique, which is actually more of an artist’s life hack to keep yourself unintentionally creative than an actual technique in my opinion.

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Current Status

Grumpy Gamer

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How to Generate Traffic for Your Board Game Website

Brand Game Development

Last week, I talked about why it’s so hard to get noticed online , covering some steps you can take to more effectively draw attention. Following the steps in that article will definitely help you get started, but there is a lot more to marketing than drawing attention. You need to make people interested in what you have to say and what you have to offer.

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Daily Pathtracer 9: A wild ryg appears

The Astronauts

Introduction and index of this series is here. In the previous post, I did a basic SIMD/SSE implementation of the “hit a ray against all spheres” function. And then of course, me being a n00b at SIMD, I did some stupid things (and had other inefficiencies I knew about outside the SIMD function, that I planned to fix later).

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