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Fresh devlogs and open questions make it a great day to dive into GameDev.net.
- @PixelAssembly has been busy, shipping "(Airship Trader) Dev Blog #2 - I Broke the Movement and Made It Better" and exploring "Overscoping in Game Design". Dive in for insights on iteration and creative freedom.
- The "Virtual3D - V1.0.1 Released" thread by @StarSignalGames is open for feedback — check out their new raytracing demo in the devlog.
- @Bioshok is offering a "Free project handover" for two advanced Unity 2D games. A great opportunity for new developers or teams.
- The "Games 4 Change Festival" is happening, providing inspiration for developers interested in impactful game design.
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Games 4 Change Festival
Game Developer highlights the Games for Change Festival, a long-running gathering focused on games with social impact. For developers, it’s a reminder that design, research, and advocacy can intersect with …
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Esoteric and Occult Adjacent Game Ideas
[Art] and [Programmer] New studio looking for 3D generalist and Gameplay Programmer for an investor-ready vertical slice demo
What information would you want to keep visible beside the board while playing, and what would you use it for?
CYDI – Can You Draw It? | Free Android drawing challenge
Virtual3D - V1.0.1 Released
Role: Lead Programmer (Unity Engine) HG
What if different game studios built their own solar systems in one shared game?
LYRIC: Language-Driven Physics-Based Character Control for Contact-Rich Whole-Body Object Interaction
arXiv cs.GR details LYRIC, a physics-based character controller that turns free-form language into contact-rich whole-body object interaction. The system splits …
S4R: Scaling for Rigid-Body Interpenetration Resolution
arXiv cs.GR details S4R, a scale-continuation method that repairs rigid-body interpenetration in large procedural scenes. It shrinks bodies to a …
An Elementary Expression for Multiple Scattering in Homogeneous Microflake Media
arXiv cs.GR details a new diffuse-like BRDF that evaluates and importance-samples in closed form while accounting for all scattering orders …
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