RT @JulienAnnart@twitter.com
On this November 11, a thread about games against war
"You think you are dying for your country ; you die for the industrialists" (Anatole France, 1922)

just finished the "gutter" option in gitlab.com/frankiezafe/anybake : shapes can expand outside of their limits, and overlaps are managed thanks to depth

custom baking of info via and a bit of - gitlab.com/frankiezafe/anybake
intention is to control @godotengine@twitter.com with specific data coming from blender

RT @mattdesl@twitter.com
My Creative Coding workshop will be live-streamed tomorrow on @FrontendMasters@twitter.com homepage from approx 9:30am to 5:30pm Central Time — no subscription required to watch the stream!

We’ll be learning about canvas, ThreeJS, shaders, generative art and more.

frontendmasters.com/

RT @pintorfj@twitter.com
Accidentally found that in you can swap areas by holding down CTRL and dragging the split widget.😮

RT @imalorg@twitter.com

27-28 Oktober, Bruxelles 🇧🇪

@godotengine@twitter.com is een libre engine waarmee beginners aan de slag kunnen om 3D game-ervaringen te creëren.

imal.org/nl/vga/godot2018

RT @fahickman@twitter.com
It was IBM that was responsible for making \ the path separator instead of /, according to github.com/Microsoft/MS-DOS/bl

RT @greje656@twitter.com
Made some more progress with my river render. Switched from using advected textures to Stefan Jeschke's Siggraph 2018 Wave Profile ideas. Looks much richer!

RT @tuxedolabs@twitter.com
Here's a new clip from the voxel destruction game we're working on. I rewrote the physics solver to better handle all piles of voxel debris. Sorry about the art.. It's coming!

RT @alexandre_igntv@twitter.com
Just played “Fugue in Void“ by @MosheLinke. It was immense. The Intro felt like the process of Creation. For some reason reminded me the awe I experienced while playing @Suprsupr's “La Forêt“.

moshelinke.itch.io/fugue-in-vo
supr.itch.io/laforet

RT @brunoimbrizi@twitter.com
No one wants to hangout with this boid.

RT @anorangeduck@twitter.com
Breaking Things is Easy; Fixing them is Hard - an article about my latest research at Ubisoft on automatically cleaning up motion capture data:

montreal.ubisoft.com/en/breaki

RT @frankiezafe@twitter.com
tech demo of , a cpp lib for @godotengine@twitter.com to transform meshes into dynamic objects vimeo.com/groups/godotengine/v @polymorphcool

RT @reduzio@twitter.com
Not a pretty gif, but CPU particles work. Godot particles use transform feedback (run on GPU), so they don't work on OpenGL ES 2.0. This is an alternative (harcoded) particle system, so particles can still be used on mobile, WebGL1, etc. Supports most ParticlesMaterial features.

RT @JulienAnnart@twitter.com
In green, countries who are parties to the Convention on the Rights of the Child.

RT @compositeredfox@twitter.com
.@unity@twitter.com hi I noticed you automatically collect my players' hardware, play time, play frequency, session length, full information about their computer in all my games, but you only allow Pro licensees to disable that. How can I disable this with a regular free license?

RT @cassidoo@twitter.com
I got this “pocket developer” die and I love it so much

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