General Weekly #12
The game development industry brings something new all the time. General Arcade shows the most interesting releases, updates and news of the past week, which are recommended reading for both industry veterans and novice developers.
An excellent thread with an analysis of various solutions for multiplayer games.
The video provides an overview of the physically accurate shading model on a physical basis. Discusses the Cooke-Torrance, Schlick GGX, and Fresnel BRDF models.
There is both a theoretical overview and an implementation in GLSL.
Mark Darra, former Dragon Age producer and BioWare veteran, needs no introduction. It turned out that he has a very interesting channel!
An overview of GDeflate compression on the GPU. The influence of the intermediate buffer size on the compression rate is shown.
Kristo Nobbs, Game Designer, shared a section from the latest UI/UX guide on how UI and game design can create deep immersion to captivate players.
Max Schwuger showed how he created a simulation of carbonated water, told how they started working with Houdini.
The video shows how the popular game Indus Battle Royale uses its DOTS-based GenericLOD to scale conventional GameObject-based systems for animations, rigs, assets, and visual effects.
Taking on such an ambitious project as an indie developer knew he needed the right tools. In a technical post, he told how he approached these tasks.
In the Game Design Guide, the author shares tips and tricks you can use to improve Unity 2D’s jumps and movement, such as coyote time, double jumps, and more.
Environment and Props Artist Aakarsh Gupta talked about The Final Ascent project, explained how scene assets were modeled and textured, and discussed lighting setup in UE5.
Don’t try to sell a product (your game); instead, try to tell his story – there is a huge difference between these things.
In a session with Audio Summit 2022, Gearbox Software’s Joshua Davidson illustrates how the soundscape has been aesthetically transformed into a fantasy aesthetic to bring Tiny Tina’s Wonderlands sound world to life.
A small interview with the developers who use the Defold engine to create the game.
It took developer Space Lizard Studio 5 years to bring this paper project to life. And the creation of the game required a lot of manual labor.
We thank Andrei Apanasik for writing the original post and allowing us to publish it on our blog in English.