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Yes, but also no: Meta Ruined VR...

1. META closed too many games and studios, including projects that were iconic for fans
2. It took too long for budget 3s to arrive, while expensive Quest 3 sold 20 times fewer units, than Q2 at its time
3. Retention of VR usage is low and mostly focused in VR spaces, not homes and definitely not offices
4. AR didn't work for the majority of people, even Apple failed and shutting down Vision Pro production

But reality is: I still want to hop back into it. #VR is still oddly inspiring!

https://www.youtube.com/watch?v=o8StSZbwIa8
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A tiny sound effects generator by ex-Godot contributor:

https://github.com/YuriSizov/glasan-fx (MIT License) #Sounds #Music #SoundDesign #FOSS
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Yay, seems secure! #meme
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We have never done this before, but here's the collection of "Male Fantasy" #meme
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Forwarded from /v/ do Brasil (Paulo)
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Finally! #Steam now forces all developers to clearly warn users about risky anticheat. Meanwhile, Microsoft is in general aiming to close Kernel and make apps to only use new secure layers via their own API and with predefined tasks.
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Dragon Age The Veilguard wasn't supporting pre-loading on PC, but still surpassed 40K concurrent players in a couple of hours and growing fast.

The biggest complaints are regarding stuttering, crashes, and 40-minutes long shaders compilation.

People praise and criticize the character editor at the same time: it's easy to make a very similar average player with tons of face tweaking, but very flat hips and chest make some players frustrated β€” it's definitely not diverse.

Regarding the gameplay: let's wait for a few days to collect more data.
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Two nice games are #FREE on Epic Store right now! First is a magical prop-hunt game and Ghostwire is a stealth game in ghost-haunted Tokyo. One of the reasons I learn Japanese now.

#EGS
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😡 Remember that screen shader I'm doing after work?

During this week I figured out that if anything obstructs the view in Godot, reflections are getting discarded for the whole scene.

Meanwhile, in 2D shaders you only have access to 0:1 range, which doesn't allow you to make any tricks with bright areas.

You can enable 2D HDR, which has 0:8 range but by design it isn't sRGB (so you can operate in a wider gamut), but then "you have to take care of turning it into sRGB yourself" which can be done hell knows where.

I'll take a break. Will make some UE tomorrow.
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