Sat.Nov 27, 2021 - Fri.Dec 03, 2021

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The "KISS" Transaction Pattern

The GameDev Guru

Learn how to protect your most sensitive code from the classic "sloppy programming" by using the KISS Transaction Pattern for Unity.

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Building a hub world for your game that entertains

Jaunty Bear Games

Some parts of the game and levels may ring a bell. That’s probably because I’ve been greatly inspired by existing games in some areas. And for instance, Super Mario 3D World for which I played all the way through with my little boy. . Building a hub world. For instance the hub, the first gameplay experience. A hub gives structure. a more engaging way than a simple menu showing selectable levels.

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Battle Gem Ponies: Breakdown | Making Our Own RPG Combat Formula

Yotes Games

See what's up with the numbers behind our Combat System in our new Breakdown series video! ⭐ ( Making Our Own RPG Combat Formula ) The team has been slaving away on this one. Trying to level up the quality of our videos going forward!

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Video Game Tuesday: A Year Later Next-Gen Consoles

Game Industry News

Hey all I’m back with a series of questions I’d love to get answered down below in the comment section for this week’s Video Game Tuesday. It’s about A Year Later Next-Gen Consoles! So first off my question is this, have you been able to acquire a next gen console despite all the craziness of the last year and a half due to COVID?

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AWS Launches First NVIDIA GPU-Accelerated Graviton-Based Instance with Amazon EC2 G5g

Nvidia

Today at AWS re:Invent 2021, AWS announced the general availability of Amazon EC2 G5g instances—bringing the first NVIDIA GPU-accelerated Arm-based instance. Today at AWS re:Invent 2021, AWS announced the general availability of Amazon EC2 G5g instances—bringing the first NVIDIA GPU-accelerated Arm-based instance to the AWS cloud. The new EC2 G5g instance features AWS Graviton2 processors, based on the 64-bit Arm Neoverse cores, and NVIDIA T4G Tensor Core GPUs, enhanced for graphics-intensive ap

Mobile 52
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Essential camera movements - explained

Filmustage

Most recently, we dived with you into the theory of camerawork, exploring all the basic frame sizes, what they are used for by filmmakers and what they say on a visual level. This week we continue to tell you about the main and essential camerawork techniques, without which no film can be imagined. As you understand, every scene in a film consists of several or maybe many shots, each of which is meant to move the story of the film.

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Anomaly: On the Experience of Grief

Game Industry News

The portrayal of grief forms the basis of my greatest ongoing complaint with 90s Trek. Despite attempts by the show to deal with it (I’m looking at you, “ The Bonding “), these stories tend to be one and done, meaning that the characters spend precisely one episode navigating their grief process before moving on to the next adventure. Grief, unfortunately, doesn’t work that way, no matter how much we wish it did.

Data 40
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Gradients in linear space aren't better

The Astronauts

People smarter than me have already said it (Bart Wronski on twitter), but here’s my take in a blog post form too. (blog posts? is this 2005, grandpa?!) When you want “a gradient”, interpolating colors directly in sRGB space does have a lot of situations where “it looks wrong” However, interpolating them in “linear sRGB” is not necessarily better!

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Web 3.0: Crypto-currencies, the blockchain, NFTs and pay-to-earn

Gamesbrief

Cryptocurrencies, the blockchain, NFTs and pay-to-earn: 4 separate growth areas that promoters and shysters conflate, to the detriment of us all. The crypto/blockchain/NFT bubble continues apace. Compared to the dot com bubble that burst in 2000, it seems as if this bubble is inflating faster and bigger, driven not just by the promise of the new technologies, but a macroeconomic climate of low interest rates, huge amounts of investment wealth created during the pandemic and a desperate search fo

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Improvements in the Machine Translation Landscape and What They Mean for the Video Game Industry

Game Global

Just a few days after Game Global Digital Summit October 2021 , we had a conversation with Konstantin Savenkov , CEO at Intento , on the release of their latest State of Machine Translation Report and the use of MT in the video game industry. Konstantin shared some interesting insights on the current state of MT for the localization industry, with a special focus on its effect on video games.

Data 52
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Multiplayer in Godot 4.0: Scene Replication (part 1)

Mircosoft Game Dev

Howdy Godotters! It's finally time for the long-awaited post about the new multiplayer replication system that is being developed for Godot 4.0. Below, we will introduce the concepts around which it was designed, the currently implemented prototype, and planned changes to make it more powerful and user-friendly. See other articles in this Godot 4.0 networking series: Multiplayer in Godot 4.0: On servers, RSETs and state updates.