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Community Pulse
The community buzz in the last day highlights collaboration calls and new game development insights.
- The "Solo devs and small teams: What's the ONE part of game dev you wish you could magically outsource ?" thread by @Victor SS is sparking a lively discussion with 3 replies and counting.
- @lulu6732 is making waves with the release of two new projects: "Krillion" and "Noillirk".
- "Demo update: campaigns, 83 languages, and 616 MB less VRAM for the horde" by @Arperor offers a significant update on optimizing VRAM usage.
- "[Collaboration] Looking for 3D Artists, Texture Artists & Environment Creators" by @Ground State Studio remains an open call for creative collaborators after 6 days.
Industry Pulse
South Park wiggle animation for game enemies
Tim Ruswick shows a quick way to animate simple enemies: flat sprites with z-ordering and a South Park-style wiggle. The trick can fake an isometric look without full skeletal animation, …
Execution is easy, ideas are hard
Why devs can't repeat a hit
Godot XR Community Game Jam VI
Nobody notices when you stop
AI built a whole mining game by itself in 36 minutes
Active Discussions
Goodbye Immersive Sims -> Hello Discovery Sims
Wayfarer UI — expedition inventory and shop assets with editable Godot examples ($3.99)
[Free tool] Cutframe — sprite-sheet slicing, animation preview and PNG export in your browser
RYONVEX ENGINE — Desarrollo de motor 3D en C++20 y Vulkan | Busco colaboradores
Revisiting a Classic Nintendo 64 Game The Legend of Zelda: Ocarina of Time
Revisiting a Classic Nintendo 64 Game
in-game marketplaces
Q-DRFormer: Query-Position Mapping Flow Prediction with Progressive Refinement for Document Rectification
ACM Graphics details Q-DRFormer, a document-rectification method that predicts query-position mapping flow with progressive refinement. The work targets cleaner dewarping …
A Class of C2 Point-Normal Subdivision Surfaces and Their Exact Evaluation at Arbitrary Parameters
ACM Graphics details a new class of C2 point-normal subdivision surfaces with exact evaluation at arbitrary parameters. For rendering and …
A Tutte-Like Theorem for Injective Flows on Meshes
arXiv cs.GR details a mesh-flow theorem that guarantees non-intersecting trajectories from a discrete vector field. The setup starts with a …
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