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Community Pulse
The "Games' Character AI Sucks. Consider this an Intervention -> FISHBOWL CHALLENGE 2026!" thread by @Hypnotr0n is sparking a lively debate.
- Dive into the "Games' Character AI Sucks" thread where @Hypnotr0n challenges developers to rethink AI.
- @TwoArtist shares insights in "Creating Hand-Drawn Atmospheric Fog in Unity for Dark Coffee", a must-read for Unity enthusiasts.
- @painless-games seeks feedback from keen puzzle solvers in "Looking for playtesters — Sunderborn (logic puzzle, first 15–20 minutes)".
- The "SM Engine — Open-source game engine" by @Mohamed EL-bouanani is still open for advice, perfect for those with engine experience.
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From attention to action: why the state of play matters for marketers
Unity says mobile gaming is becoming a stronger performance channel because players are in a more focused, receptive state than users scrolling past ads. The pitch for developers and marketers …
Reigns developer Nerial enters 'hibernation mode,' lays off staff
Changes to Steam User Reviews API
Someone got Doom in an SQL database
Forest of Deceit: Why Localisation Matters When Everyone is Lying
The Science Behind Best Friendship in The Jackbox Party Pack 12
Active Discussions
making a fighting game but need help understanding how to make it deterministic
making a fighting game but need help understanding how to make it deterministic
New here! What's the best way to offer programming services or post Open for Work on GameDev.net?
Foxxy3D is a spooky yet playful 3D platformer set in an interconnected world. We've spent the last couple of weeks refining the first area and getting the vibe for the game right!
Games' Character AI Sucks. Consider this an Intervention -> FISHBOWL CHALLENGE 2026!
Looking for playtesters — Sunderborn (logic puzzle, first 15–20 minutes)
I Made A Multiplayer Jet Combat Game In Browser
Uncertainty-Aware RL-Controlled Adaptive 3D Mapping
arXiv cs.GR details a voxel mapping system that uses semantic uncertainty, curvature, and texture to decide where to spend memory. …
InterEvolve: Test-Time Evolution of Reward Programs for Humanoid Loco-Manipulation
arXiv cs.GR details InterEvolve, a test-time method that evolves reward programs so humanoid controllers can tackle new loco-manipulation tasks without …
Dirichlet Splatting: Differentiable Rendering for Wave-Based Inverse Problems
arXiv cs.GR details Dirichlet Splatting, a differentiable renderer built for wave-based sensing instead of visible-light scenes. The method swaps Gaussian …
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