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Latest indiedev Activity

gamedevdigest
February 14, 2025 03:02 PM
Game Dev Digest Issue #269 - Shaders, AI Pathfinding, and more

This article was originally published on GameDevDigest.com

Shaders, graphics and AI pathfinding, plus a lot more. Enjoy!

When Greedy Algorithms Can Be Faster - In the realm of computer science, we're always told to pursue what is the most efficient solution. This can be either what is the fastest way…

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gamedevdigest
February 07, 2025 03:18 PM
Game Dev Digest Issue #268 - Learning From Data, Source and more

This article was originally published on GameDevDigest.com

Feburary game dev stuff. Enjoy!

Motion Sickness Accessibility in Video Games - Motion sickness is an issue that affects up to one third of people. Is there a way we can strive to make gaming more accessible to people who suffer from the more …

1,084 views

Hello,

Take a look to my new FPS-Shooter called ‘Gunite’

WEBSITE

best regards

724 views
gamedevdigest
January 31, 2025 02:48 PM
Game Dev Digest Issue #267 - Game AI, Multiplayer, Marketing & More

This article was originally published on GameDevDigest.com

Some great content on AI in games, marketing and much more. Enjoy!

AI 101: Introducing Utility AI - The player is running towards a non-player character, they could go to cover, they could attack, throw a projectile, run away, what do they do…

1,258 views
gamedevdigest
January 24, 2025 02:34 PM
Game Dev Digest Issue #266 - Shaders, Testing, Trailers, and more

This article was originally published on GameDevDigest.com

Keep the new year going strong with more game dev tutorials and helpful content. Enjoy!

Unit Testing for Unity Developers - Let's face it Unity developers — you write buggy code. I write buggy code. AI writes buggy. Many software engineers co…

1,290 views

Hello! I'm interested in the concept art position! I sent a friend request on Discord

2,247 views
gamedevdigest
January 17, 2025 02:33 PM
Game Dev Digest Issue #265 - Game Dev Lessons: Visuals, Input, and 2024 Insights

This article was originally published on GameDevDigest.com

Some lessons learned from 2024 and more. Enjoy!

Portals and Quake - Ever wanted to know how exactly did Quake’s precomputed visibility work? I did, so I wrote vis.py, a reimplementation of their algorithm in Python. This guide has all the inf…

792 views

Hello,

World of Anork version 1.4 is out:
https://anork.neocities.org/

3,899 views
ta_stronskaya
November 22, 2023 02:09 PM
Drope.me Indie Game Awards 2023: Showcase Your Indie Game to the World

Drope.me announces an end-of-the-year initiative – Indie Game Awards. This is a community-driven initiative, where indie game developers take center stage alongside passionate gaming fans and influential streamers. As the holiday season starts and the time for giving gifts has come, everyone who en…

6,407 views
World of Anork

Hello,
World Of Anork is now released, in it's initial release:

 

Word of Anork

 

 

Download:
https://gamejolt.com/games/anork/851086

4,515 views
lucidsight
October 14, 2021 02:57 PM
Lucid Sight, Inc. Announces $2.58 Million Investment to Launch Colyseus Arena Cloud-Hosted Multiplay

Los Angeles, CA— Lucid Sight, the independent game studio behind MLB Champions, CSC with Star Trek, Herocade, Polyrunner, and several other games spanning VR, AR, and NFTs is announcing that it has raised $2.58 million to launch a cloud-hosted multiplayer service called Colyuseus Arena.  Colyseus A…

16,213 views
Throwing Exceptions as Expressions in Unity — The C# 7 Way

Things have evolved in C# 7, but many programmers still haven't. Today, let's talk about throwing exceptions in Unity — the C# 7 way —.

Indeed, exceptions are a tricky topic. If you mention them, devs will run to you and demand that you lower your voice.

Game developers generally dislike exceptions. …

13,680 views
Oops... Are Your Unity Sprites Too Tight?

[Read the original blog post at Unity Sprites: tight-fit or full-rect?]

Should you choose tight-fit or full-rect for your sprites in Unity?

You know, these graphical elements you use in ALL your games...

After all, you most likely use sprite renderers. Or at least, UI Images.

In this post, you will lea…

11,178 views
Expression-Bodied Members to Reduce Your Code Verbosity

[Visit the original blog post at Unity C#: Expression-Bodied Members to Reduce Your Code Verbosity]

Continuing with our Modern C# for Unity Game Development series, today I'm going to show you how to reduce the verbosity of your code with C# Expression-Bodied Members.

Note: this might upset some verb…

8,568 views
How Can You Profit From C# 7.0 Local Functions in Your Game?

Have you ever crafted Unity C# code like this?

void ForceUpdateBackend()
{
  StartCoroutine(ForceUpdateBackend_Internal(path: Url));
}

IEnumerator ForceUpdateBackend_Internal(string path)
{
  var request = UnityWebRequest.Get(path);
  yield return request.SendWebRequest();
  Debug.Log(request.downl…
8,454 views
Is It Really Worth to Mesh-Bake Your Assets? I Asked Ian Deane (Interview)

Today, I had the pleasure to interview Ian Deane.

Ian is the developer behind Mesh Baker, the famous Unity asset that lets you drastically reduce your draw calls so your game runs at substantially higher frame-rate.

Welcome Ian!

* Disclosure: some affiliate links here and there


Quick Navigation

1. Coul…

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