Godot Engine – Announcing the Godot 2019 Showreel
Another year, another showreel. As every year, the amount of quality games being created by Godot has increased significantly (as did the amount of submissions).
Another year, another showreel. As every year, the amount of quality games being created by Godot has increased significantly (as did the amount of submissions).
Last year, Mozilla set out to build a best-in-class browser that was made specifically for immersive browsing. The result was Firefox Reality, a browser de
What we're doing at my new startup [Network Next](https://networknext.com) :rocket:
Another month, another Vulkan progress report! October was a busy month, as most of it was split between working on the new Global Illumination system and Godotcon/GIC in Poland.
Started on 9th May, 2019 it took almost five months to finish. It again puts the tutorial in a place I am happy with for now, and it will likely stay there for quite some time. Given the priorities and circumstances in my life, I don’t expect to keep working on it for time to come.
"Animal sales was a profitable and prestigious business, since most real animals had died out after the Terran War; there were plenty of electric ones, though—" Oh, ahem, didn’t notice you there. ScummVM Team is thrilled to announce the release …
Sandspiel is a falling sand game I built in late 2018. I really enjoyed writing this game, and wanted to put into writing some of my goals, design decisions, and learnings from that process. If you’re reading this but haven’t played sandspiel, you should probably go try it !
UW researchers created a method for two people help a third person solve a task using only their minds.
Creating animations for robotic characters is very challenging due to the constraints imposed by their physical nature. In particular, the combination of fast motions and unavoidable structural deformations leads to mechanical oscillations that negatively affect their performances. Our goal is to automatically…
The past few months have been quite hectic with a slew of gigantic changes requiring lengthy articles alongside them. These big features all hitting together seems to have brought up a talking point in the community would be irresponsible to ignore. Everyone wants to know when Dolphin 6.0 is coming. After all, Dolphin…
I replayed Warcraft III recently and was looking for other games I could play in the same genre. Turns out that outside of StarCraft 2, there are no recent games that are anywhere near as good. Wha…
As it’s the 50th anniversary of the Apollo 11 moon landings, I thought this would be a great opportunity to live code a demonstration of using my new compiler to write a simple lunar lander game… but first, I’m going to port the compiler to generate code for an actual lunar lander. Yes, my target platform is the…
There's nothing here. The Internet is far too dangerous right now. The blog may return in future, if I get around to it.
After three well-tested and quite stable alpha builds, we're now ready to enter the beta stage for the upcoming Godot 3.2 release. The beta stage corresponds for us to a release freeze, which means that we will only consider critical bug fixes for merging in the master branch, and that until Godot 3.2 is released.
A little while ago I was doing some research into the state-of-the-art for approximating subsurface scattering effects in real-time (mainly for skin rendering), and I had taken a bunch of loose notes to help me keep all of the details straight. I thought it might be useful to turn those notes into a full blog post, in…
Posted by Karol Kurach, Research Lead and Olivier Bachem, Research Scientist, Google Research, Zürich The goal of reinforcement learning (RL) is ...
Adrian Kummerländer's blog on software development, linux and open source
South Korean LEGO Certified Professional Wani Kim, with the help of Olive Seon, has created an incredible replica of the Death Star Trench Run scene from
23114, 584, 46931, these three numbers were used to create the entire universe for Elite .
A complete rundown of the entire process behind designing and building a new map for the world of Cogmind, and explaining how it integrates with gameplay.
An overview of ray tracing denoising, reviewing filtering, spatiotemporal, sampling and AI techniques to improve convergence and temporal coherency in real time ray traced applications.
I wrote earlier about a neural net-powered dungeon crawling text adventure game called GPT-2-Adventure in which gameplay is incoherent and dreamlike, as you encounter slippery sign text, circular passages, and unexpected lozenge rooms. A PhD student named Nathan trained the neural net on classic dungeon crawling…
Realtime rendering and videogame programming mostly, but I love computer science and visuals in all their forms. This is a notepad of my ideas.
I love everything about PICO-8. It's a fantasy gaming console that wants you - ...