NightCreature83 wrote: Yes this is viable Killzone did something like this in 2014 https://gdcvault.com/play/1020886/Killzone-Shadow-Fall-Threading-the you should keep in mind that they are making use of specific cabablities in the PS4 …
NIB 1.1.0 is now the current stable browser-editor release. Since 1.0.1, I have continued improving the full authoring loop: scene editing and selection/history, Play/Stop, project transfers, script conflicts, backups/recovery, asset …
Yes this is viable Killzone did something like this in 2014 https://gdcvault.com/play/1020886/Killzone-Shadow-Fall-Threading-the you should keep in mind that they are making use of specific cabablities in the PS4 at the …
raynmetal wrote: My question is: is this viable? Common? Apart from the additional complexity and the stronger dependence on the engine-level scheduler, is there anything else I stand to lose …
You seam to have a specific intent with your multi threading and that itself should make it easy to point to the right solution, although I can´t quite understand how …
The other difficult side of multi-threading is cache coherency. Shared memory can be easily read by multiple threads at the same time, but when one thread is required to write, …
You know that DAGs are an abstraction to regular code, there are probably a few steps of to translate compile and dispatch a shader to the GPU. There is nothing …
Defold 1.14.0 adds cubemap render targets, a redesigned Material Editor, and Metal as the default backend on macOS. Defold says the release also prepares projects for iPhone Duo and opens …
edit: DAG stands for Directed Acyclic Graph edit: tldr; can you use framegraphs to organize ALL the updates in one iteration of a game loop? As of now, the engine …
MonoGame v3.8.6 lands as a broad maintenance release with new platform work, including Nintendo Switch 2 support, a native OpenGL backend, and several DX12/Vulkan fixes. It also tightens up content …
NIB 1.0.1 is now available. This stable maintenance release addresses 40 confirmed issues in the editor and runtime, with unchanged project and asset formats. The work covers safer project writes …
I adapted a version of the Royal Game of Ur using my custom 3D C++ & OpenGL game engine, ToyMaker.I developed this over the course of 3-4 years, between 2023 …
Current release update / 21 October 2026 Current stable release: NIB 1.1.0 (released 17 October 2026). Download and release notes: https://github.com/MooradXO/NIB-Editor/releases/tag/v1.1.0 Official website and demos: https://thenibengine.com/ This post, its original …
Stride (GitHub Releases) has published samples/4.4.3 for Stride engine 4.4.0, but it brings no sample-side changes over 4.4.2. For teams tracking the sample projects as reference code, this is effectively …
The Cherno asks whether AI can build a game engine, framing the experiment around Hazel and a prompt doc that guides the work. For engine programmers, the practical question is …
FNA 26.10 is out, bringing updated FNA3D and FAudio builds plus support for the Xbox 360 “Big Button” controller. The release also tightens up Graphics and audio edge cases, fixes …
Hi Toushif, I came across your post about BALANCE and the systems-driven approach immediately caught my attention. I'm a game developer, programmer, and systems designer with a fairly broad technical …
Hi! I’ve been working on Contrail: Airline Sim, a single-player airline management game that started as something I really wanted to play myself. There’s already a playable build with flight …
Hey! I’m working on an early fantasy MMORPG concept and I’m currently looking for one person or a few people who might be interested in helping me build the first …
The Cherno shows how AI helped push multiplayer work forward in his Hazel engine, turning a long-running systems task into something more tractable. For engine and gameplay programmers, the practical …
The Cherno·
aimultiplayergame-engineprogramminghazel+1
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