GameDev Pulse
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Game Developers News, Lessons, Books, Assets and many more. Godot, Unreal Engine, Unity, Blender. Our Website is https://gameunion.tv/en
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And here's #Stray again – the upcoming game about delivery cat in the cyberpunk city.

Available on PS and Steam: https://store.steampowered.com/app/1332010/Stray/
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Live stream finished (140 days)
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The only game I was glad to see today 🀣
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By the way, #Starfield looks too similar to #NoMansSky
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Godot Engine now features TAA (Temporal Anti-aliasing), that required vector-data. This data will allow to implement more features later, like the HQ-upscaler and motion blur.

https://godotengine.org/article/dev-snapshot-godot-4-0-alpha-10
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I'm a lazy ass and for a few days making blocks for my architectural pack. Making proper UV would be too long, so you can just use one amazing #Blender tool: UVW (or, UV in World Coordinates)

These are all unwrapped via UVW > Box.

Since the scale of my Components is consistent (2x2x3m), it will work great with any tiled textures in any game engine.
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The guy recreated Diablo Immortal casino, so people can save their money for something better:

https://dimi777.github.io/diablo-rift-simulator/
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Good news: AMD finally shared the source code of FSR 2.0 – their updated tech to upscale games, this time with vector-based data.

Even better one – Godot team is going to implement it soon in Godot 4. After Alpha 10, that received TAA, implementation of FSR is just a matter of time.

Keep in mind, that this isn't for low-end machines anyway: to increase framerates, FSR 2.0 must be used with hight-end visuals and at least mid-core GPUs.

https://github.com/godotengine/godot-proposals/issues/4280

Tags: #TAA #Godot #GodotEngine #AMD #Radeon #FSR #DLSS
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