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EOTH (Evil Of The Hellfire)

Evil Of The HellfireMore commonly known as EOTH. An ARPG that's been on my mind for decades, and seen multiple iterations over the years. As my fandom and passion still has its roots originating from...

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inverse modulus operator

I am converting four digits using the modulus operator. what I want to do is to convert them back to their original values. num_one = (digit_one + 7) % 10; num_two = (digit_two + 7) % 10; num_three =...

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Reinventing the Geometry Pipeline: Mesh Shaders in DirectX 12

@font-face{font-family:'Roboto';font-style:italic;font-weight:500;src:local('Roboto Medium...

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Are You Pushing Too Many Vertices to Your GPU? Careful There...

Is your game rendering more geometry than your GPU can handle? Here, let me show you a few steps to check if your geometry is causing a performance bottleneck on your players' GPU.In this blog post,...

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Holograms Are Here: Announcing Our End-to-End WebAR Hologram Solution

New Hologram Template and Asset Bundle Upload Feature Makes Cloud Editor the Best Solution to Create WebAR Projects with Holograms from Microsoft Mixed Reality Capture StudiosMicrosoft MRCS Hologram...

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It's a rabbit's life, finishing up the first stage

It's been a long, stressful week trying to figure out how these different systems work together, but I've reached a point where I'm happy with how this simulation is coming together so far.  I'm in the...

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Labyrinthine Devblog #11

Original here: https://www.valkogames.com/labyrinthine-dev-blog-11/Thanks for being patient, we realise the dev blog is a little later than usual. We hope everyone’s having a good time and staying...

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Labyrinthine Devblog #12

Original version: https://www.valkogames.com/labyrinthine-dev-blog-12/Wow. Nearly a month has gone by since the last ! We can only apologise, we didn’t realise it had been so long.You are probably...

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Labyrinthine

Labyrinthine is a cooperative horror game focused on delivering a terrifying experience for up to four players online. The game takes place within a labyrinthine maze filled with nightmarish creatures...

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Can I know how much lines there is in the source code of a game such has...

Can I know how much lines there is in the source code of a game such has League of Legends?

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GameDev.net will be 20 years old on June 15 ?

Just a heads up a few days in advance: GameDev.net launched to the public on June 15, 1999. The site started when 8 developers combined our game development sites and communities into one site to rule...

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Looking Feedback on my app! New to Skillz! 13 Cards Tournament

Available in Skillz! 13 Cards Tournament is a derived version of the all time favourite fast-paced poker card mobile game titled ‘Lucky 13’. Exclusively launched on an esports platform called Skillz,...

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Drag[en]gine

The Drag[en]gine is an free software project with a highly modular structure based on the GLEM System. Its design is similar to an operating system. The entire functionality is provided by Modules...

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Searching for a support 3d modeler and a concept artist for a horror game

Hi, guys. My name is Andrew Astro and  I am searching for a 3d modeler and a concept artist who have experience with Blender or 3D Max, and can create simple items like a desk, a cup of coffee, tools...

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Ponpu

It also features a storymode where you play as Ponpu, one of many heralds sent by the great Duck God who created the whole Universe. Every 2 billion years this great cosmic being destroys his own...

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How was Valve able to sell CS that was made with GoldSrc Engine which is a...

Hello togheterSo to explain a bit more me question: I know that if you use GPL Software or components your software also needs to be published under GPL. And this states that the price must just be so...

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RocketMan

RocketManIt's demo in development it beginning version for will understand game mechanic 

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ASM variables

In the 32 bit assembler mode (protected mode) the variable size is dictated by the registers size (which in 32 bit mode is 32) i.e. like if you want to use large variables that will result in...

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local_size_x, etc. in OpenGL compute shader

I have written a compute shader that calculates a quaternion Julia set. The strange thing, is that it works best when I state: layout(local_size_x = 1, local_size_y = 1) in;I tried bumping it up to...

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I'm new to programming video games. So I would like to know how to integrate...

I'm new to programming video games.  So I would like to know how to integrate the control of modeled characters in the source code?  Thank you.

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