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The upcoming finale of the Final Fantasy 7 Remake trilogy will not cut content from the original game but will offer a more concise experience compared to the previous entry, Rebirth. Director Naoki Hamaguchi emphasized that while the pacing and immersion are being improved based on player feedback, the story will remain complete without unnecessary trimming. There is no release date yet for Part 3, and details are expected to be revealed in 2026.
The article discusses the latest updates from the Reddit community "Six-Faced World," which focuses on the Mushoku Tensei franchise. It highlights progress on a game project, including the development of 3D models, a backpack system, and NPCs, while also inviting new team members to join the effort. The team is cautious about announcing a release date, aiming for a polished final product.
A Reddit user, pandapenguin5, shares their journey of developing a 3D game called Skyformer using OpenGL, set to release in early access on Steam on November 10th. The post highlights various technical features of the game, including advanced graphics, sound, and networking capabilities, and invites the community to ask questions about the development process.
The article provides a comprehensive guide on optimizing games developed with the Godot Engine, featuring best practices from experienced developers. It covers various optimization techniques, including minimizing unnecessary processes, object pooling, and using the profiler to identify bottlenecks, along with specific tips for 3D optimization and scripting. Following these guidelines can enhance game performance and improve player experience.
The article is a link to the `rlsw.h` header file in the raylib repository on GitHub, which is part of the raylib game development library. The page appears to have loading issues, preventing users from accessing its content or performing actions like forking or starring the repository.
In his March 1997 .plan update, John Carmack discusses the development of Quake 2 and the preferred use of DLLs as the primary interface over other options like Java or Perl. He outlines his thoughts on various operating systems, emphasizing Win32's dominance and his technical respect for Linux, while dismissing DOS and expressing mixed feelings about MacOS and other platforms.
The article discusses an algorithm for calculating the bounding rectangle of a circular sector in 2D geometry, which is particularly useful in game development for determining areas of effect for actions like attacks or spells. It details the necessary parameters, the algorithm implementation in GLSL, and how to optimize the calculations without relying on raw angle values.
The article discusses the author's experience porting the game Blood Money to the Commodore 64, detailing various technical components such as sprite multiplexing, collision detection, and the development tools used, particularly the Programmers Development System (PDS). The author reflects on the development process, the challenges faced, and the evolution of the game's code over time.