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gamedev.net > blogs > entry > 2297805-we-suck-at-making-video-games-pick-your-game-jam-carefully

We Suck at Making Video Games: Pick your Game Jam Carefully

1+ hour, 43+ min ago  (401+ words) We'd just done our very first game jam and actually finished a game. Riding high on that success, we looked around for the next game jam we could join and make the next big indie hit. We settled on the…...

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gamedev.net > forums > topic > 719819-how-mastering-grounding-techniques-ensure-better-results-on-the-salesforce-certified-agentforce-specialist-exam

Game Development Community

1+ week, 2+ day ago  (764+ words) How Mastering Grounding Techniques Ensure Better Results on the Salesforce Certified Agentforce Specialist Exam?GameDev.net Grounding Techniques are a key part of the Salesforce Certified Agentforce Specialist exam because they make sure that AI agents give correct and useful…...

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gamedev.net > blogs > entry > 2297780-game-dev-digest-issue-320-hdrp-news-publishing-game-dev-skills-and-more

Game Dev Digest Issue #320 - HDRP News, Publishing, Game Dev Skills and more

2+ week, 2+ day ago  (632+ words) FragCoord.xyz - A powerful WebGL2 shader editor for writing, debugging, and sharing GLSL fragment shaders.FragCoord.xyz Render Pipelines strategy for 2026 - Unity Engine - Unity Discussions - We want to share where our focus is when it comes to Unity's render pipelines. This…...

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gamedev.net > blogs > entry > 2297759-game-dev-digest-issue-319-2d-guides-game-ideasconcepts-optimizing-and-more

Game Dev Digest Issue #319 - 2D Guides, Game Ideas/Concepts, Optimizing, and more

3+ week, 2+ day ago  (717+ words) Reducing Tiled Maps to Optimized Collision Rectangles with Greedy Merging - Tile-based editors like Tiled are excellent authoring tools. They allow designers to think in terms of cells, patterns, and repetition, which is exactly what makes them productive. However, the data…...

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gamedev.net > forums > topic > 719694-any-examples-of-nvidia-meshlet-tests-polygon-count > 5473806

Any Examples of Nvidia meshlet tests polygon count?

1+ mon, 3+ week ago  (440+ words) It's about exploiting pathfinding information you know beforehand if you have for exmple npc-s forming a squad with "moves" eg like netherrealms MK (and PoE's teleport stuff they shamelessly gutted from sequel). Then you do characters in bursts vs synchronous....

GameDev.net
gamedev.net > blogs > entry > 2297744-how-we-thought-wed-get-out-of-tutorial-hell

How We Thought We’d Get Out of Tutorial Hell

1+ mon, 1+ day ago  (425+ words) The logical thing seemed to be to use an existing, simple game as the base for something new. This seemed feasible, and I could use tutorials as tools to fill in the gaps between the things I already knew how…...