Jump to content
  • Advertisement

khawk

Admin
  • Content Count

    4573
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by khawk

  1. GDNet+ has been the subscription membership for members wanting to support GameDev.net and get extra features, services, and discounts in exchange. I think we've had GDNet+ for 10 or so years and a lot of members have participated in the program. And now we're hoping it's even better. Starting today, all GDNet+ subscribers will have an ad-free experience on GameDev.net for a flat $3 per month. No more tiers, no $.99 at the end. Just $3. See for yourself here. Plus, you'll get these benefits: Ability to post on the Contractors board Upload banners and advertise on GameDev.net Receive discounts from partners (like CRC Press and others) GDNet+ member title Full editing and moderation capability for your own content Priority for pass giveaways to conferences and events Early access to site beta features Ability to view who gives you Reputation Ability to create and manage your own Groups, like For Beginners and GameDev Challenges And more site and profile features Interested in becoming a GDNet+ member? Sign up on the Subscribers page. Already a GDNet+ member? You're all set. I hope this is more attractive for those who appreciate GameDev.net and want to give a little something back. In return we'll take away all the ads and throw a bit more on top. Let me know if you have any questions or comments below. Thanks! Kevin / khawk
  2. Today Epic Games announced its new online store pioneering an 88/12% revenue split in favor of developers. The store will launch soon with a hand-curated set of games on PC and Mac, and will open up more broadly to additional games and other open platforms throughout 2019. The Epic Games store is open to games developed with any game engine, and the first releases span Unreal, Unity and other engines. For games made with Unreal Engine, Epic will waive all engine royalties on revenue generated through the store. A unique feature of the Epic Games store is the Support-A-Creator program that connects developers with over 10,000 creators, such as YouTube video makers and Twitch streamers. The Support-A-Creator program rewards creators for bringing exposure to game developers. For more details on the program, visit https://www.epicgames.com/fortnite/en-US/news/support-a-creator-faq. "As a developer ourselves, we have always wanted a platform with great economics that connects us directly with our players," said Epic Games founder and CEO, Tim Sweeney. "Thanks to the success of Fortnite, we now have this and are ready to share it with other developers." More details on upcoming game releases will be revealed at The Game Awards this Thursday, December 6th. Stay tuned to epicgames.com for more information. View full story
  3. Today Epic Games announced its new online store pioneering an 88/12% revenue split in favor of developers. The store will launch soon with a hand-curated set of games on PC and Mac, and will open up more broadly to additional games and other open platforms throughout 2019. The Epic Games store is open to games developed with any game engine, and the first releases span Unreal, Unity and other engines. For games made with Unreal Engine, Epic will waive all engine royalties on revenue generated through the store. A unique feature of the Epic Games store is the Support-A-Creator program that connects developers with over 10,000 creators, such as YouTube video makers and Twitch streamers. The Support-A-Creator program rewards creators for bringing exposure to game developers. For more details on the program, visit https://www.epicgames.com/fortnite/en-US/news/support-a-creator-faq. "As a developer ourselves, we have always wanted a platform with great economics that connects us directly with our players," said Epic Games founder and CEO, Tim Sweeney. "Thanks to the success of Fortnite, we now have this and are ready to share it with other developers." More details on upcoming game releases will be revealed at The Game Awards this Thursday, December 6th. Stay tuned to epicgames.com for more information.
  4. khawk

    RenderDoc 1.2 Released

    RenderDoc 1.2 has been released. The new release of the open source graphics debugger adds support for a number of new features, including: Improvements to shader edit and replace Geometry/tessellation output on Vulkan Persistent python API with access to all UI functions Support for Oculus VR end of frame markers Support for a number of Vulkan extensions and more View the full feature and bug list at the RenderDoc release page on Github: https://github.com/baldurk/renderdoc/releases/tag/v1.2 View full story
  5. khawk

    RenderDoc 1.2 Released

    RenderDoc 1.2 has been released. The new release of the open source graphics debugger adds support for a number of new features, including: Improvements to shader edit and replace Geometry/tessellation output on Vulkan Persistent python API with access to all UI functions Support for Oculus VR end of frame markers Support for a number of Vulkan extensions and more View the full feature and bug list at the RenderDoc release page on Github: https://github.com/baldurk/renderdoc/releases/tag/v1.2
  6. Do you have experience working on mobile games? GameDev.net needs your input on this survey for Improbable as they look to develop their mobile offering. For your help we'll give you one free month of GDNet+ and we're giving away twenty $25 Amazon Gift Cards. We will need your email to identify your GameDev.net account, so please provide your email address if you want to claim your free month of GDNet+ and be entered into the Amazon Gift Card drawing. Click here to take the survey. Win a $25 Amazon Gift Card! We will randomly pick 20 $25 Amazon Gift Card winners from all participants who enter their email and take this survey. See full Survey Rules here. Your privacy is completely guaranteed. Your email is only used to contact you if you win a gift card. No personal information is associated with your entry. Learn about Improbable We're featuring an interview with Improbable about their SpatialOS GDK for Unity launch. Click here to view it. Haven't heard about SpatialOS? Learn more about it here. Click here to take the survey. View full story
  7. Do you have experience working on mobile games? GameDev.net needs your input on this survey for Improbable as they look to develop their mobile offering. For your help we'll give you one free month of GDNet+ and we're giving away twenty $25 Amazon Gift Cards. We will need your email to identify your GameDev.net account, so please provide your email address if you want to claim your free month of GDNet+ and be entered into the Amazon Gift Card drawing. Click here to take the survey. Win a $25 Amazon Gift Card! We will randomly pick 20 $25 Amazon Gift Card winners from all participants who enter their email and take this survey. See full Survey Rules here. Your privacy is completely guaranteed. Your email is only used to contact you if you win a gift card. No personal information is associated with your entry. Learn about Improbable We're featuring an interview with Improbable about their SpatialOS GDK for Unity launch. Click here to view it. Haven't heard about SpatialOS? Learn more about it here. Click here to take the survey.
  8. After over 5000 game developers participated in last year’s event, the 3rd edition of the yearly community-sponsored Christmas event for Unity game developers organized by Unity Asset Store publisher Devdog has attracted over 50 sponsors providing a combined 1000+ prizes, upping the prize-pool from last year’s $35,000 to over $3000,000. Throughout the event-period, participants will have a daily chance at grabbing one of the game development tools up for grabs, and as a bonus this year, every participant will receive a copy of VisualDesignCafe’s popular Nested Prefabs Unity-tool too. The Christmas event starts Dec. 1st and runs until Dec. 25th, each day seeing more and more presents added to the daily gift pool. Among the many sponsors of the Christmas event are industry powers such as Nordic Game Jam, PocketGamer Connects, and a whole sleeve of the best-selling Unity Asset Store publishers, with GameAnalytics acting as a promotion partner. “We’re proud to see over 55 industry partners come together to give the game developers who make the games we all love to play a chance at winning an early Christmas present,” said Devdog co-founder, Sune Thorsen. The Devdog Unity Christmas Calendar event is free to participate in and available now. To learn more, visit http://christmas.devdog.io.
  9. After over 5000 game developers participated in last year’s event, the 3rd edition of the yearly community-sponsored Christmas event for Unity game developers organized by Unity Asset Store publisher Devdog has attracted over 50 sponsors providing a combined 1000+ prizes, upping the prize-pool from last year’s $35,000 to over $3000,000. Throughout the event-period, participants will have a daily chance at grabbing one of the game development tools up for grabs, and as a bonus this year, every participant will receive a copy of VisualDesignCafe’s popular Nested Prefabs Unity-tool too. The Christmas event starts Dec. 1st and runs until Dec. 25th, each day seeing more and more presents added to the daily gift pool. Among the many sponsors of the Christmas event are industry powers such as Nordic Game Jam, PocketGamer Connects, and a whole sleeve of the best-selling Unity Asset Store publishers, with GameAnalytics acting as a promotion partner. “We’re proud to see over 55 industry partners come together to give the game developers who make the games we all love to play a chance at winning an early Christmas present,” said Devdog co-founder, Sune Thorsen. The Devdog Unity Christmas Calendar event is free to participate in and available now. To learn more, visit http://christmas.devdog.io. View full story
  10. There you go. Nope just busy like @DexterZ101 guessed.
  11. Can you send me a PM with some detail about the contest? News is sort of a default for announcing that kind of thing (and Your Announcements), but depending on the contest details maybe we can do better.
  12. Hi welcome To start, in general any foot in the door and the right maneuvering and opportunities can get you any position you want if you work for it. I'm going to give a little more generic response, but it still applies. A Production Coordinator is a very Program Manager kind of role. Generally these roles interface with a variety of disciplines throughout an organization, which can be beneficial to learn how the business works. I've seen Program Manager types move into Product Manager roles in the same company (I work with one, actually!), and perhaps the most beneficial aspect of that move is that they have a lot of connections across the company from their work in Program Management to either make things happen or to know the right people to inquiry. In the end you will get opportunities for roles when you demonstrate that you can provide value if you were in those roles. So as you learn the business, provide input, take on responsibilities outside your normal role, etc. So to get back to answer your question: Yes, I do, especially if you can see a path toward how you might be able to achieve your long-term goals.
  13. Wow what a unique spin! Cool take on the classic, @DexterZ101.
  14. Go for it. I think the future vision and iteration of the site will be more accommodating to this kind of thing.
  15. khawk

    Uagi-Saba Dev Log, Full Release!

    Congratulations! Always cool to witness the progression of a game's development all the way to market. Consider entering into the Intel contest (https://www.gamedev.net/contests/rgoicontest2018). It's great timing with your release.
  16. Shuhei Yoshida, President of Sony Interactive Entertainment Worldwide Studios, has today been announced as the opening keynote speaker for this year’s Develop:Brighton conference and expo at the Hilton Brighton Metropole in July. Yoshida will also be awarded the Legend Award at the Develop Awards, organised by Future Publishing, on the evening of Wednesday 11 July. A 25-year veteran of the games industry, Shuhei Yoshida is a renowned software developer having been part of PlayStation®’s immense and sustained success since its inception more than 20 years ago. As part of the new three-day format, Yoshida will open Develop:Brighton on Tuesday 10 July with a fireside chat where he will share his perspective on a long and celebrated career from his start at Sony in the 1980s to joining the original PlayStation team two years ahead of its launch and overseeing the development of global best-selling franchises including God of War®, Grand Turismo®, The Last of Us™ and Uncharted™. As well as a look back, during the keynote Yoshida will also talk about the mission of managing the worldwide studios and share his insight on Sony’s current success. “We are delighted to welcome Shuhei Yoshida to Brighton this summer,” commented Andy Lane, managing director of Develop:Brighton organisers, Tandem Events. “Shuhei has a wealth of experience in developing world-renowned games and overseeing top class development studios which is hard to match. Looking back over his 20 years in games development, our delegates will have a fantastic opportunity to hear about the lessons learnt in forging a successful career from a man who was at the birth of the PlayStation and his insights into Sony’s current successes. I can’t think of anyone better to open this year’s conference.” Develop:Brighton, Europe’s leading game developer conference and expo, will consist of eight tracks: Design; Art; Audio; Business; Coding; Evolve; Indie and Discoverability across a new three day format with the expo open on Wednesday and Thursday. Other sessions already announced include: [KEYNOTE] The Future of AI in Games Creation Chet Faliszek, Bossa Studios [BUSINESS] Five Stars – The Best Video Games of 2018 (so far) Jordan Erica Webber, Games Journalist [BUSINESS] Cryptocurrency in Gaming: Today and Tomorrow Alex Amsel, Fig [DISCOVERABILITY] Community Management in the Memeverse Grace Carroll, Creative Assembly [DISCOVERABILITY] Your Game Isn’t Going to Sell. Let’s See What We Can Do About That Mike Rose, No More Robots [EVOLVE] Artificial Stupidity to Killer Robots: The Evolution of AI Ian Shaw, Games Technology Consulting [EVOLVE] VR and Disability: An Overdue Love Story Paolo Torelli, Programmer and UX Expert [INDIE] Do Switch Quick, Get Rich Quick? Tony Gowland, Ant Workshop [INDIE] What To Do When That One Big Deal, Doesn’t Turn Into The Next Big Deal Aj Grand Scrutton, Dlala Studios [CODING] AI In Your Pocket: Character-Based Conversational Sims Mitu Khandaker, Spirit AI [CODING] Enhancing Your Game’s AI Using Unity Machine Learning Agents Alessia Nigretti, Unity Technologies [DESIGN] Design Workshop: Advanced Paper Prototyping Dr. Mata Haggis-Burridge, NHTV [DESIGN] Leveraging Culturalisation for Building Better Game Worlds Kate Edwards, Geogrify [AUDIO] Challenging Videogame Music Troops Olivier Deriviere & James Hannigan, Composers [AUDIO] Horizon Zero Dawn™ – Dealing with Scope and Scale in a Brand New Open World Bastian Seelbach, Guerrilla Games [ART] Solving an Invisible Problem: Designing for Colour-Blindness Douglas Pennant, Creative Assembly [ART] Physically Based Workflows Explained Claudia Doppioslash, Contafoe Registration is live for Develop:Brighton, with Early Bird tickets on sale until 6 June at www.developconference.com.
  17. Shuhei Yoshida, President of Sony Interactive Entertainment Worldwide Studios, has today been announced as the opening keynote speaker for this year’s Develop:Brighton conference and expo at the Hilton Brighton Metropole in July. Yoshida will also be awarded the Legend Award at the Develop Awards, organised by Future Publishing, on the evening of Wednesday 11 July. A 25-year veteran of the games industry, Shuhei Yoshida is a renowned software developer having been part of PlayStation®’s immense and sustained success since its inception more than 20 years ago. As part of the new three-day format, Yoshida will open Develop:Brighton on Tuesday 10 July with a fireside chat where he will share his perspective on a long and celebrated career from his start at Sony in the 1980s to joining the original PlayStation team two years ahead of its launch and overseeing the development of global best-selling franchises including God of War®, Grand Turismo®, The Last of Us™ and Uncharted™. As well as a look back, during the keynote Yoshida will also talk about the mission of managing the worldwide studios and share his insight on Sony’s current success. “We are delighted to welcome Shuhei Yoshida to Brighton this summer,” commented Andy Lane, managing director of Develop:Brighton organisers, Tandem Events. “Shuhei has a wealth of experience in developing world-renowned games and overseeing top class development studios which is hard to match. Looking back over his 20 years in games development, our delegates will have a fantastic opportunity to hear about the lessons learnt in forging a successful career from a man who was at the birth of the PlayStation and his insights into Sony’s current successes. I can’t think of anyone better to open this year’s conference.” Develop:Brighton, Europe’s leading game developer conference and expo, will consist of eight tracks: Design; Art; Audio; Business; Coding; Evolve; Indie and Discoverability across a new three day format with the expo open on Wednesday and Thursday. Other sessions already announced include: [KEYNOTE] The Future of AI in Games Creation Chet Faliszek, Bossa Studios [BUSINESS] Five Stars – The Best Video Games of 2018 (so far) Jordan Erica Webber, Games Journalist [BUSINESS] Cryptocurrency in Gaming: Today and Tomorrow Alex Amsel, Fig [DISCOVERABILITY] Community Management in the Memeverse Grace Carroll, Creative Assembly [DISCOVERABILITY] Your Game Isn’t Going to Sell. Let’s See What We Can Do About That Mike Rose, No More Robots [EVOLVE] Artificial Stupidity to Killer Robots: The Evolution of AI Ian Shaw, Games Technology Consulting [EVOLVE] VR and Disability: An Overdue Love Story Paolo Torelli, Programmer and UX Expert [INDIE] Do Switch Quick, Get Rich Quick? Tony Gowland, Ant Workshop [INDIE] What To Do When That One Big Deal, Doesn’t Turn Into The Next Big Deal Aj Grand Scrutton, Dlala Studios [CODING] AI In Your Pocket: Character-Based Conversational Sims Mitu Khandaker, Spirit AI [CODING] Enhancing Your Game’s AI Using Unity Machine Learning Agents Alessia Nigretti, Unity Technologies [DESIGN] Design Workshop: Advanced Paper Prototyping Dr. Mata Haggis-Burridge, NHTV [DESIGN] Leveraging Culturalisation for Building Better Game Worlds Kate Edwards, Geogrify [AUDIO] Challenging Videogame Music Troops Olivier Deriviere & James Hannigan, Composers [AUDIO] Horizon Zero Dawn™ – Dealing with Scope and Scale in a Brand New Open World Bastian Seelbach, Guerrilla Games [ART] Solving an Invisible Problem: Designing for Colour-Blindness Douglas Pennant, Creative Assembly [ART] Physically Based Workflows Explained Claudia Doppioslash, Contafoe Registration is live for Develop:Brighton, with Early Bird tickets on sale until 6 June at www.developconference.com. View full story
  18. I wanted to take a moment to reach out to the GameDev.net community for any of our members who are working on a game and ready to show it off. Based on the Blogs and Projects activity, I know of at least a few of you who might be interested in this as it's a great opportunity to get free marketing and exposure for your game. The Intel GameDev Program is running a contest right now that you might be interested in entering. There isn't a lot of time to enter - you need to submit your game for testing by December 21, 2018, but if you do you'll be entered in the contest for some big prizes. You can learn more about how to enter here. By submitting your game you'll be submitting it to Intel to earn the Runs Great On Intel® Technology Certification, and if your game tests in the Top 25 then you'll win prizes. The Grand Prize winner will receive placement in Green Man Gaming's PC 2019 promotion. Plus the top 25 will be eligible to win: $5,000 worth of Intel advertising via social media † A distribution & publishing meeting A rotational placement on gameplay.intel.com A 7th generation Intel® Core™ i7 processor A feature in the 2019 GDC* Indie Lounge at the Intel booth I encourage any GameDev.net members getting ready to ship their games in the coming months to consider entering this contest. It's easy to enter, and the benefits are great. What do you have to lose? Learn more from the Intel GameDev Program at https://intel.ly/2BiPRKH.
  19. Le Sound supports Creative Commons license content creation by introducing AudioTexture Free which allows using Freesound database with a built-in browser. AudioTexture Free is the free version of AudioTexture plugin which loads and processes contents from Freesound. A dedicated browser interface has been designed for an integrated workflow to use Freesound content with AudioTexture. You can search with filter/sorting criteria and preview right in the browser. The browser displays the most essential information about the sounds and allows double-click to directly load into AudioTexture synthesizer. AudioTexture Free will accelerate your workflow to create more content. View full story
  20. Le Sound supports Creative Commons license content creation by introducing AudioTexture Free which allows using Freesound database with a built-in browser. AudioTexture Free is the free version of AudioTexture plugin which loads and processes contents from Freesound. A dedicated browser interface has been designed for an integrated workflow to use Freesound content with AudioTexture. You can search with filter/sorting criteria and preview right in the browser. The browser displays the most essential information about the sounds and allows double-click to directly load into AudioTexture synthesizer. AudioTexture Free will accelerate your workflow to create more content.
  21. Today, Allegorithmic announces Substance Painter’s third update of 2018, including a complete overhaul of the engine that has helped make the texturing tool an industry leader. From large-scale VFX scenes to high-quality mobile projects, the Substance Painter Fall Update improves performance across the board while simultaneously lowering the hardware requirements for all users. In order to handle large amounts of data without a drop in performance - an increasingly common requirement for VFX professionals and anyone working with massive scenes - the Substance Painter engine has been rewritten to incorporate Sparse Virtual Textures (SVT), a method of simulating large textures using less texture memory. The new memory and management system will allow for up to 300 tiles running at once, moving Substance Painter one step closer to its inevitable goal of unlimited UV tiles support. And while the new engine can easily handle massive scenes, projects of all sizes will benefit from an immediate increase in speed and ease of use. The Fall Update also brings with it new tools for mobile users, including a 2D viewport exporter designed to increase the possibilities for mobile games. High-quality PBR shaders can now be baked into a single high-resolution texture, before final exportation into an artist’s game engine of choice. Using dithering, artists will also be able to remove artifact or banding issues in their 8-bit exports, ensuring solid normal maps up and down the creation process. “Our goal isn’t just to have the best features, it’s to make sure our users have the best experience – even if that means completely rewriting an engine that has served us well for years,” said Allegorithmic founder and CEO Sebastien Deguy. “Hardware should never be a limiting factor, so Substance Painter helps them do more with less.” The Substance Painter Fall Update also introduces a host of user-requested additions, beginning with an updated Baked Lighting filter, capable of presenting environment maps that are near-perfect copies of a PBR shader. Environmental maps can now be rotated horizontally and vertically, and artists no longer have to manually account for painted details on the normal and height channels. New anisotropic patterns have also been added to help create anisotropic patterns. Additional feature sets include: Viewport Improvements Mipmapping – Textures now use mip-maps to avoid flickering on noisy surfaces. New Anisotropic Shader – New anisotropic highlights can help create realistic hair, satin, brushed metal, and glossy reflections using native Iray support. New Temporal Anti-Aliasing – New anti-aliasing methods ensure smooth edges at all times; automatic smoothing of dithering effects caused by sub-surface scattering or transparency shaders. Updated Clearcoat Shader – Adds control over coating thickness and roughness; Iray parity with new MDL shader automatically applied when selected. Symmetry and Layer Stack Improvements Deactivating Multiple Layers – Multiple layers can be clicked and dragged vertically through a stack; blending modes can be scrolled through by hand or mouse. Enhanced Symmetry Tool – Introduces ability to move the axis freely using a 3D Gizmo or within the Symmetry panel; Symmetry plane now displays as an intersection. Layer Stack UI and UX – New color swatch system allows for easy assignment and differentiation of folders and layers Black Friday/Cyber Monday Deal Allegorithmic will also be participating in Black Friday and Cyber Monday, with a sale aimed at new users. Beginning on Friday, November 23, first-time Substance users will receive a 33-percent discount on annual subscriptions, which includes Substance Painter, Substance Designer, the Substance Source material library and the upcoming AI-powered Substance Alchemist. The discount will last until November 26, making it an ideal gift for friends and family interested in digital design. Pricing/Availability The new update to Substance Painter is available today. Following the 30-day trial period, individual users will be able to subscribe to the Substance Indie or Pro plans. Substance Painter is also available for individual-license purchase, which includes 12 months of maintenance. Excluding the Black Friday deal, Subscriptions to Substance Indie cost $19.90/month; Pro plans cost $99.90/month. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost. View full story
  22. Today, Allegorithmic announces Substance Painter’s third update of 2018, including a complete overhaul of the engine that has helped make the texturing tool an industry leader. From large-scale VFX scenes to high-quality mobile projects, the Substance Painter Fall Update improves performance across the board while simultaneously lowering the hardware requirements for all users. In order to handle large amounts of data without a drop in performance - an increasingly common requirement for VFX professionals and anyone working with massive scenes - the Substance Painter engine has been rewritten to incorporate Sparse Virtual Textures (SVT), a method of simulating large textures using less texture memory. The new memory and management system will allow for up to 300 tiles running at once, moving Substance Painter one step closer to its inevitable goal of unlimited UV tiles support. And while the new engine can easily handle massive scenes, projects of all sizes will benefit from an immediate increase in speed and ease of use. The Fall Update also brings with it new tools for mobile users, including a 2D viewport exporter designed to increase the possibilities for mobile games. High-quality PBR shaders can now be baked into a single high-resolution texture, before final exportation into an artist’s game engine of choice. Using dithering, artists will also be able to remove artifact or banding issues in their 8-bit exports, ensuring solid normal maps up and down the creation process. “Our goal isn’t just to have the best features, it’s to make sure our users have the best experience – even if that means completely rewriting an engine that has served us well for years,” said Allegorithmic founder and CEO Sebastien Deguy. “Hardware should never be a limiting factor, so Substance Painter helps them do more with less.” The Substance Painter Fall Update also introduces a host of user-requested additions, beginning with an updated Baked Lighting filter, capable of presenting environment maps that are near-perfect copies of a PBR shader. Environmental maps can now be rotated horizontally and vertically, and artists no longer have to manually account for painted details on the normal and height channels. New anisotropic patterns have also been added to help create anisotropic patterns. Additional feature sets include: Viewport Improvements Mipmapping – Textures now use mip-maps to avoid flickering on noisy surfaces. New Anisotropic Shader – New anisotropic highlights can help create realistic hair, satin, brushed metal, and glossy reflections using native Iray support. New Temporal Anti-Aliasing – New anti-aliasing methods ensure smooth edges at all times; automatic smoothing of dithering effects caused by sub-surface scattering or transparency shaders. Updated Clearcoat Shader – Adds control over coating thickness and roughness; Iray parity with new MDL shader automatically applied when selected. Symmetry and Layer Stack Improvements Deactivating Multiple Layers – Multiple layers can be clicked and dragged vertically through a stack; blending modes can be scrolled through by hand or mouse. Enhanced Symmetry Tool – Introduces ability to move the axis freely using a 3D Gizmo or within the Symmetry panel; Symmetry plane now displays as an intersection. Layer Stack UI and UX – New color swatch system allows for easy assignment and differentiation of folders and layers Black Friday/Cyber Monday Deal Allegorithmic will also be participating in Black Friday and Cyber Monday, with a sale aimed at new users. Beginning on Friday, November 23, first-time Substance users will receive a 33-percent discount on annual subscriptions, which includes Substance Painter, Substance Designer, the Substance Source material library and the upcoming AI-powered Substance Alchemist. The discount will last until November 26, making it an ideal gift for friends and family interested in digital design. Pricing/Availability The new update to Substance Painter is available today. Following the 30-day trial period, individual users will be able to subscribe to the Substance Indie or Pro plans. Substance Painter is also available for individual-license purchase, which includes 12 months of maintenance. Excluding the Black Friday deal, Subscriptions to Substance Indie cost $19.90/month; Pro plans cost $99.90/month. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost.
  23. khawk

    Frogger - challenging entry

    Have you been using a different tech stack / engine for each challenge?
  24. This article will introduce you to a range of introductory concepts used in artificial intelligence for games (or ‘Game AI’ for short) so that you can understand what tools are available for approaching your AI problems, how they work together, and how you might start to implement them in the language or engine of your choice. We’re going to assume you have a basic knowledge of video games, and some grasp on mathematical concepts like geometry, trigonometry, etc. Most code examples will be in pseudo-code, so no specific programming language knowledge should be required.
  25. Games live and die by performance, don't let yours conclude with the latter. See how Disc Jam* achieved fundamental performance and reached 60 fps on Intel® processor graphics using Unreal Engine* 4. Performance is a key focus for this project because maintaining 60 frames per second is an integral part of Disc Jam’s responsive and fluid gameplay style. As a result, we’ve learned a lot of lessons targeting this framerate using Unreal Engine* 4. Below, I discuss our experience working with integrated graphics processing units from Intel and how we ultimately achieved our performance target without raising our minimum system requirements. Read more
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!