Such a small and dumb feature, but a massive step forward for #Lumina, previously the engine would not create materials for you on import. Now it will auto-generate a #material graph, setup your parameters, and create the material instances for you!
https://t.co/HUPT9Z6w0S
Bevy, the Rust language powered Data-Driven 2D/3D game development framework just released Bevy 0.19.
Well sorta "just" released...
https://t.co/wZUb6NVbbl
#gamedev#indiedev#rust
Started with the feeling that it would be a waste to just throw my froxel code out of the renderer, and ended up on a week-long journey into cloud and sky rendering. With great support from @CorporateShark, I got async compute working in LVK, without which I'd never have hit the 2ms performance (https://t.co/FiuDlFcR3f, production-ready implementation coming soon).
The model of "Lowpoly Steampunk Airship" (https://t.co/pk24xlGLok) by Lhyo (https://t.co/GLHlTzDO0T) licensed under CC-BY-4.0
Currently working on much better C# component/script interop. It's still a work in progress and #hotreloading is still a bit of a struggle to validate everything. Soon there will no difference putting components on entities between #CSharp and #CPP
https://t.co/HUPT9Z6w0S
Flax Facts blog series is back! This time with an overview of the past month's development and community updates:
https://t.co/K5TTwSHVSJ
#flax#flaxengine#gamedev
In this Unreal Engine tutorial, I show how to use PCG's Hierarchical Generation System to spawn objects only close to the player.
https://t.co/RcifiOowQL
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Orthodox C++ hit HN again, and I was reading comments, some people found other posts, and are making fun of my "After over 20 years working with C/C++ I finally got clear idea how header files need to be organized." from https://t.co/kMhq4GHe38 as obvious.
This is going to hurt some people, but after long consideration. I completely gutted all my gameplay code, and have officially moved to C# scripting on .NET 10. I’m very happy with it, the engine feels much more complete this way.
https://t.co/9mnDW1xbNy
#gamedev
bgfx now supports hardware video decoding on D3D11, D3D12, Vulkan, and Metal!
Thanks to @turanszkij for mini_video reference implementation!
Documentation is here:
https://t.co/SKoqJHHmDx
Wicked Adventure is now on itch!
- adventure game sample with full source code
- built with Wicked Engine
- Windows, Mac OS, Linux
- advanced graphics with MSAA, raytracing and more
- remappable keyboard + controller support
https://t.co/NGbthNAmJD
Looking at earlier videos, I often had this impression like something about the shading still felt a bit off. Took some time this morning to address it, and I think updating the way specular highlights are handled resolved it for me.
Since a few people have been asking to try Detis Engine lately, I’m considering an early developer license.
What you'd get would be a precompiled version with API access to build games via Lua scripting.
Would you want to try it out?
Apparently X's Polls are broken for me right now, so let's try to do this manually:
- Drop or type 1⃣ if you're definitely interested.
- Drop or type 2⃣ if you're just here to follow the devlogs.
As the engine was originally designed for my own project-based needs, prepping a standalone build and basic documentation for outside devs takes a lot of extra effort. I'm checking the interest level first to make sure it's worth taking that time out of making the game.