#Stride game engine has been updated, meet 4.1:
– .NET 6 support and VS 2022 plugin
– Stride 4.1 leverages the power of .NET 6
– Support for C# 10
– Dithered shadows for semi-transparent materials
– Physics constraints
– Bullet constraints wrapped around in easy to use functionality
– Editor gizmos for physics constraints
– Physics performance optimization
– ACES tonemaping
– Fog image effect
– Outline image effect
– Improved editor gizmos
https://stride3d.net/blog/release-stride-4-1
#gameengines #stride3d #xenko
– .NET 6 support and VS 2022 plugin
– Stride 4.1 leverages the power of .NET 6
– Support for C# 10
– Dithered shadows for semi-transparent materials
– Physics constraints
– Bullet constraints wrapped around in easy to use functionality
– Editor gizmos for physics constraints
– Physics performance optimization
– ACES tonemaping
– Fog image effect
– Outline image effect
– Improved editor gizmos
https://stride3d.net/blog/release-stride-4-1
#gameengines #stride3d #xenko
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Very good criticism of #GodotEngine usability issues!
#GameEngines #Godot
https://alfredbaudisch.com/blog/gamedev/godot-engine/godots-3d-confusing-workflow-inconsistencies-conflicting-behaviours-and-annoyances/
#GameEngines #Godot
https://alfredbaudisch.com/blog/gamedev/godot-engine/godots-3d-confusing-workflow-inconsistencies-conflicting-behaviours-and-annoyances/
Alfred Reinold Baudisch
Godot's 3D Workflow Issues, Inconsistencies, and Confusion - Alfred Reinold Baudisch
This page lists issues and inconsistencies I’ve found with Godot’s 3D Workflow and 3D Features (some of them apply to… Continue reading Godot’s 3D Workflow Issues, Inconsistencies, and Confusion
Surprisingly, PC market is growing, same as Mobile, but Consoles profits are declining due to lack of new exclusives.
#Analytics #PC #Consoles #Finance
#Analytics #PC #Consoles #Finance
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Dragon Age Inquisition scenes recreated in #UnrealEngine 5:
https://www.youtube.com/watch?v=UzC3wQoVcWc
https://www.youtube.com/watch?v=UzC3wQoVcWc
YouTube
A Walking Tour of Thedas: Dragon Age Inquisition in UNREAL ENGINE 5!
Given that I started this series last year wayyy back in Unreal Engine 5 Early Access – thought I’d take the chance to go back and re-render out some scenes with the full release of UE5.
So much has changed and a lot of the bugs and issues that I faced…
So much has changed and a lot of the bugs and issues that I faced…
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FZA3Zn_XgAApRWf.jpeg
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#AntiAliasing explained, but the role of DLSS and FSR is described poorly.
AI upscale isn't purely the Anti-Aliasing technique.
AI upscale isn't purely the Anti-Aliasing technique.
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Finally, #GodotEngine 3.5 is now a Stable release! It has so many updates and fixes, some of them were backported from G4.
New NavigationServer with obstacle avoidance; improved tweening with SceneTreeTween; Time singleton; Label3D and TextMesh nodes; unique node names for easy access; flow containers; 3D physics interpolation; asynchronous shader compilation and caching; OccluderShapePolygon; material overlays; Android editor port; improved VCS features; and more!
https://github.com/godotengine/godot/releases/tag/3.5-stable
#Godot #GameEngines
New NavigationServer with obstacle avoidance; improved tweening with SceneTreeTween; Time singleton; Label3D and TextMesh nodes; unique node names for easy access; flow containers; 3D physics interpolation; asynchronous shader compilation and caching; OccluderShapePolygon; material overlays; Android editor port; improved VCS features; and more!
https://github.com/godotengine/godot/releases/tag/3.5-stable
#Godot #GameEngines
GitHub
Release 3.5-stable · godotengine/godot
Godot 3.5 is a major new milestone with improvements all around, backported from the development branch of Godot 4.0, or written for the 3.x branch's specific needs. It is absolutely feature-pa...
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This is the funniest comparison so far: #Godot vs #Unity vs #UnrealEngine
https://www.youtube.com/watch?v=dphuMHYH_VY
https://www.youtube.com/watch?v=dphuMHYH_VY
YouTube
I Made The SAME GAME in 3 Game Engines
Making the same game in Godot, Unity and Unreal.
Cowboys, bottles and ragdolls yay
Link to Discord:
https://discord.gg/DkFmfGMws4
Links to me:
https://www.fabianvelander.com/
https://twitter.com/FabianVelander
Cowboys, bottles and ragdolls yay
Link to Discord:
https://discord.gg/DkFmfGMws4
Links to me:
https://www.fabianvelander.com/
https://twitter.com/FabianVelander
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Radeon GPUopen team is working on a better realtime Global Illumination
More details will be explained on SIGGRAPH:
https://twitter.com/GPUOpen/status/1555581376593858561
More details will be explained on SIGGRAPH:
https://twitter.com/GPUOpen/status/1555581376593858561
X (formerly Twitter)
AMD GPUOpen (@GPUOpen) on X
#AMD Advanced #Rendering Research Group will be demonstrating our real-time global illumination research at SIGGRAPH exhibition! #ARR #raytracing (1/2)
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Nice terrain tool for Unity became Free and OpenSource!
https://github.com/emrecancubukcu/Terrain-Decorator
#Unity #opensource
https://github.com/emrecancubukcu/Terrain-Decorator
#Unity #opensource
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#CSGO recreated with #Source2
A new engine by #Valve allowed modders to make much better materials, lighting, particles, and so on: https:// https://www.youtube.com/watch?v=O0367Fa3i_o
A new engine by #Valve allowed modders to make much better materials, lighting, particles, and so on: https:// https://www.youtube.com/watch?v=O0367Fa3i_o
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SMAA sucks in #Unity, but #TAA is only supported in HDRP. But there's MIT-licensed library to use #TAA in URP
https://github.com/sienaiwun/TAA_Unity_URP
https://github.com/sienaiwun/TAA_Unity_URP
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And one more trick for #Unity users: you can make a default scene to run it in the editor, and ignore what scene you are editing. It's very helpful to work with big projects, where you need an intro scene to load stuff, and then edit many other scenes and test them as part of the project.
https://docs.unity3d.com/ScriptReference/SceneManagement.EditorSceneManager-playModeStartScene.html
https://docs.unity3d.com/ScriptReference/SceneManagement.EditorSceneManager-playModeStartScene.html
Godot Engine developers have founded a commercial company W4 to support the non-profit section. It also means that they can add non-opensource components and make custom builds.
Their first announcement is to bring DX12 to Godot 4... and you can compile it right now https://w4games.com/2022/08/12/w4-games-donates-direct3d-12-support-to-godot/
#Godot #GodotEngine #GameEngines #DX12
Their first announcement is to bring DX12 to Godot 4... and you can compile it right now https://w4games.com/2022/08/12/w4-games-donates-direct3d-12-support-to-godot/
#Godot #GodotEngine #GameEngines #DX12
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Let's spend this Friday watching #THQ event:
Alone in the Dark, Destroy all Humans 2, Space for Sale, Gothic remake, Jagged Alliance 3, The Valiant, Tempest Rising...
https://www.youtube.com/watch?v=AuTSsIPhB58
Alone in the Dark, Destroy all Humans 2, Space for Sale, Gothic remake, Jagged Alliance 3, The Valiant, Tempest Rising...
https://www.youtube.com/watch?v=AuTSsIPhB58
YouTube
THQ Nordic Digital Showcase 2022
Tune in for the second THQ Nordic Digital Showcase hosted by Elle Osili-Wood and Richard Kiess to learn more about upcoming and unannounced titles, with a preshow from our friends at @HandyGames!
Content creators all over the world of any size are invited…
Content creators all over the world of any size are invited…
Input Helper addon for #Godot now works with Godot 4!
→ Detects what input device the player is using
→ Can tell the difference between a few different gamepads
→ Can get and set input action buttons and keys
→ Rumble a gamepad
https://github.com/nathanhoad/godot_input_helper
→ Licensed under the MIT license
#GodotEngine #Addons #FOSS
→ Detects what input device the player is using
→ Can tell the difference between a few different gamepads
→ Can get and set input action buttons and keys
→ Rumble a gamepad
https://github.com/nathanhoad/godot_input_helper
→ Licensed under the MIT license
#GodotEngine #Addons #FOSS
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Sometimes I criticize Godot 4 (alpha) due to very annoying bugs (for example, UIDs are not Unique for copies – issue #54774), but then I remember how far we can push the visuals with G4 – much better lighting and shadows, much more objects without performance drops.
And I forget about bugs!
#Godot #GodotEngine
And I forget about bugs!
#Godot #GodotEngine
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