Podcasts about game engines

Software-development environment designed for building video games

  • 83PODCASTS
  • 89EPISODES
  • 53mAVG DURATION
  • 1MONTHLY NEW EPISODE
  • Apr 28, 2025LATEST
game engines

POPULARITY

20172018201920202021202220232024


Best podcasts about game engines

Latest podcast episodes about game engines

Science Busters Podcast
Brauchen wir ein Computer-Spiele-Ministerium? - SBP103

Science Busters Podcast

Play Episode Listen Later Apr 28, 2025 83:46 Transcription Available


In Ausgabe 103 sprechen Kabarettist Martin Puntigam und Johanna Pirker, Informatikerin & Spieleentwicklerin an der TU - Graz über die echte Welt der Computerspiele, wie man eine DOS-Maschine bedient, wie alt typische Gamerinnen sind, worum es bei Minecraft geht, wofür es noch verwendet wird, warum man als junge Frau vor der Informatik gewarnt wurde, wie kreativ Videospiele sind, was man mit einem Code erreichen kann, kann man Videospiele verwenden, um reale Gebäude zu restaurieren, wie lange ein Bosskampf dauern kann, wo Games in der Mitte der Gesellschaft angekommen sind, warum Computerspiele im Kulturteil von Zeitungen kaum vorkommen, wie sie bei Aufklärungsarbeit helfen könnten, wo die Potenziale von Computerspielen im Bereich Wissensvermittlung liegen, was man auf Kreuzfahrtschiffen über Computerspiele lernen kann, wie Computerspiele empathischer machen können, wie lehrreich Kriegsspiele sein können, was man auf Twitch macht, wie man streamt und kommentiert gleichzeitig, was man unter Point&Click-Adventures versteht, warum Animationsfilme und Computerspiele ähnlichen Vorurteilen begegnen, wozu man Game-Engines braucht, worum es sich bei digitalen Zwillingen dreht, wie man Computerspiele riechen kann, wann volle Immersion möglich sein könnte, dass lüften virtuell schwierig bleiben wird, wie erfolgreich die Spieleindustrie mittlerweile ist, wie sinnvoll ist ein Handyverbot, warum die Welt des Gamings so männlich ist und was das bedeutet, wie man toxisches Verhalten erkennen kann, bevor es entsteht, was bei Gamergate passiert ist, wie unabsichtlich sexistische Forschung ausschaut, warum riesige Brüste in Games nicht per se das Problem sind & wieso wir lieber Endgegner:innen sein möchten als NPC.

Hashtag Trending
Exploring AI-Generated Code: Vibe Coding and the Future of Software Development | Project Synapse

Hashtag Trending

Play Episode Listen Later Apr 12, 2025 67:08 Transcription Available


In this episode of Project Synapse, join our group of AI-obsessed IT professionals as they discuss the intriguing concept of AI-generated code, specifically focusing on 'vibe coding.' Marcel Gagne, a former system administrator turned author, dives deep into the history and potential of writing code through AI. The episode covers the evolution from early programming languages like COBOL and Fortran to modern AI coding tools like Cursor and Firebase. Discover how AI tools aid in prototyping, personal productivity, and the future possibilities in enterprise-level applications. The team also explores security implications, testing methodologies, and the importance of responsible AI use in development. Tune in to learn about the present and future impact of AI on programming and systems development. 00:00 Introduction to Project Synapse 00:36 Meet the Hosts 02:53 The Evolution of Programming Languages 08:27 The Rise of Vibe Coding 14:00 Practical Applications and Experiences 19:54 Advanced Tools and IDEs 22:39 Challenges and Solutions in AI Coding 29:56 Starting Fresh: The Importance of Context 33:04 Introduction to Programming by Kenny Rogers 33:28 Legendary Programmer John Carmack 33:38 AI in Game Development 34:19 Nostalgia for Classic Games 35:59 The Evolution of Game Engines 38:04 AI's Role in Modern Coding 38:36 Proof of Concept and Rapid Prototyping 44:20 Security Concerns with AI-Generated Code 50:06 The Future of AI in Enterprise Systems 01:00:27 The Importance of Testing and Security 01:03:44 Final Thoughts and Recommendations

Engineering Kiosk
#188 Spieleentwicklung: Die Königsdisziplin der Informatik mit Dominic Pacher

Engineering Kiosk

Play Episode Listen Later Mar 25, 2025 91:37


Die Entwicklung eines Spiels: Die Königsdisziplin des Software-Engineerings?Computerspiele sind für viele ITler der Einstieg. Sei es das Verlangen, auch mal ein Spiel zu programmieren, oder die frühe Erstellung von LUA-Skripten bei World of Warcraft oder auch nur die Programmierung der eigenen Clan-Website.Für Software-Engineers, die nicht in der Spieleindustrie gelandet sind, ist die Entwicklung von Spielen irgendwie etwas Spannendes. Wie erschafft man ein Level? Wie programmiert man, dass sich die Figur in diesem Level bewegen kann? Wie baut man eine Kollisionsdetektion? Das sind zumindest Fragen, die uns oft in den Sinn kommen. Doch Spieleentwicklung ist viel, viel mehr als nur die reine Programmierung. Man könnte sogar die Frage stellen: Ist die Entwicklung eines Spiels die Königsdisziplin des Software-Engineerings?Diese Frage versuchen wir in dieser Episode zu beantworten. Wir sprechen mit dem Spieleentwickler Dominic Pacher, der u.a. am Industrie-Giganten 4.0 mitgearbeitet hat. Wir klären mit ihm auf was es bei einem Spiel ankommt, welche Aufgaben eigentlich eine Game Engine bei der Entwicklung übernimmt, was eigentlich ein Game Loop und ein Vertical Slice ist, wie viel Arbeit in Texturen, Sound und Art-Design anfällt, welche Rolle Collider bei Physik-Engines spielen, wie Spiele getestet werden, welche Herausforderung es bei der Lokalisierung von Spielen und der Veröffentlichung in anderen Ländern gibt, welche Rolle eigentlich ein Game-Publisher hat, wie viel Spiele pro Tag auf Steam erscheinen und wie wichtig aber auch schwierig das Balancing der Spielmechanik ist, um das Spiel attraktiv zu halten.Natürlich sprechen wir auch über Game Engines wie Unity, Unreal oder Godot oder warum Spieleentwickler oft kein Git als Versionskontroll-Software nutzen.Unsere aktuellen Werbepartner findest du auf https://engineeringkiosk.dev/partnersDas schnelle Feedback zur Episode:

New Realities: Der XR-Podcast
Digitale Dramaturgie und XR im Theater

New Realities: Der XR-Podcast

Play Episode Listen Later Dec 3, 2024 41:44


Theater ist ein altehrwürdiges Medium. Trotzdem setzen heutige Bühnen auf imposante Licht- und Soundeffekte, auf Video und Game Engines - und zunehmend auch auf XR-Technologien. Wie die Möglichkeiten von Virtual, Augmented und Mixed Reality für das Theater der Zukunft genutzt werden können, will auch Ilja Mirsky, digitaler Dramaturg am Residenztheater München, herausfinden.

Slightly Above Average Gaming
Episode 62 - Warzone - 2 steps forward and 1 step back

Slightly Above Average Gaming

Play Episode Listen Later Nov 26, 2024 124:59


In this episode, the hosts discuss various topics ranging from their personal experiences with weather and livestock to updates in gaming, particularly focusing on Black Ops and Warzone. They delve into matchmaking issues, the recent Season One update, and the impact of lighting and movement mechanics on gameplay. The conversation also touches on server issues and technical challenges faced by players, emphasizing the need for consistency and improvements in the gaming experience. This conversation delves into the intricacies of audio mechanics in gaming, particularly in the context of player experience and game development. The speakers discuss the importance of audio prioritization, the evolution of audio systems in games, and how these elements impact gameplay. They also explore the future of the Call of Duty franchise, the dynamics of matchmaking, and the implications of player skill on the gaming experience. The discussion highlights the need for better communication between developers and players, as well as the importance of maintaining core gameplay elements that resonate with the community. Chapters 00:00 Introduction and Episode Overview 00:58 Weather and Livestock Challenges 03:41 Gardening and Crop Varieties 05:31 Gaming Experiences: Black Ops and Warzone 08:41 Warzone Matchmaking and Player Dynamics 10:01 Season One Update: Content and Perks 16:17 Lighting Issues in Warzone Maps 20:21 Addressing Game Mechanics and Frustrations 25:16 The Evolution of Game Engines and Development Challenges 31:04 Omni Movement: Enhancing Gameplay Dynamics 34:48 Weapon Balancing and Loadout Strategies 39:32 Perk Systems and Gameplay Mechanics 46:17 Server Performance and Tick Rate Issues 57:32 Local Audio Processing in Gaming 59:40 Simplifying Audio Settings for Casual Gamers 01:01:06 Advancements in Footstep Audio 01:03:52 3D Audio and Spatial Awareness 01:06:40 Balancing Game Features and Player Expectations 01:09:51 The Future of Call of Duty Under Microsoft 01:13:57 Community Feedback and Game Development 01:17:02 The Importance of Quality Maps in Gaming 01:25:22 The Frustrations of Ranked Play 01:29:23 Skill-Based Matchmaking and Its Impact 01:33:51 Modeling Player Skill Distribution 01:42:45 The Future of Matchmaking in Warzone Learn more about your ad choices. Visit podcastchoices.com/adchoices

Infection - The SURVIVAL PODCAST
Game Engines – Infection Podcast Episode 492

Infection - The SURVIVAL PODCAST

Play Episode Listen Later Sep 19, 2024 64:36


Unity runtime fee, Fab and more on this week's episode of Infection Podcast The post Game Engines – Infection Podcast Episode 492 appeared first on Infection Podcast.

Combo Wombo
Combo Wombo Podcast Ep 147 – Older Game Engines Need Love Too

Combo Wombo

Play Episode Listen Later May 5, 2024 21:06


Gimpy and Chip sing the praises of using older game engines, just because it isn't getting updated, if your comfortable with what you know why not use it?youtube available:https://youtu.be/LyvGeLZbPpA

ACG - The Best Gaming Podcast
Worst Bosses in Games | Developers Choices for Game Engines | Karak Solo best gaming podcast #457.5

ACG - The Best Gaming Podcast

Play Episode Listen Later Apr 3, 2024 50:30


Worst Bosses in Games | Developers Choices for Game Engines | Karak Solo best gaming podcast #457.5 Channel https://www.youtube.com/channel/UCK9_x1DImhU-eolIay5rb2Q/ The Game Awards recap, business for gaming, Avatar impressions. Tech discussion around Snowdrop. Follow me @jeremypenter on twitter Buying  a game on Epic use the ACG creator code KARAK-ACG My Gaming and News  Webpage https://www.acgamer.net/ All my links  https://linktr.ee/ACG_Karak Follow me on Twitter for reviews and info  @jeremypenter JOIN the ACG Reddit https://www.reddit.com/r/ACGVids/ https://www.patreon.com/AngryCentaurGaming --- Send in a voice message: https://podcasters.spotify.com/pod/show/acg0/message

Glitterbrains
010 - Monogames Lesen

Glitterbrains

Play Episode Listen Later Jan 20, 2024 119:31


In dieser ersten Folge des Jahres 2024 haben Letty und hukl wieder einen äußerst bunten Themenblumenstrauß für Euch mitgebracht. Schuhe, Game Engines, Trinkwasser und Osmose, Wikidata und ChatGPT und noch Vieles mehr findet den Weg in Eure Ohren und Synapsen. Bitte knacken Sie mit die Synapsen! Die Mixtape Playlists findet Ihr in den Shownotes (nicht 100% weil nicht Alles streambar).

Ready to Play
Ready to Play 8 x 311 Els 10 Game Engines desUnityficats

Ready to Play

Play Episode Listen Later Jan 17, 2024 53:15


Avui és el nostre programa número 311 I davant les últimes polèmiques Unity, en Rafel ens porta algunes alternatives per no haver de treballar amb aquest motor gràfic. Sona una melodia, una veu, tothom escolta, l’audiencia puja, l’Alex, el Sinatra de la ràdio, torna amb la seva opinió sobre una nova llista de jocs del Game Pass. Entremitges, al Ready a la Xarxa escoltarem les vostres respostes,: Quin va ser el primer videojoc que us veu acabar?

Friday Night Gamecast
Ep. 45 - Exploring our Favorite Game Engines (ft. The Elder Trolls Gaming Podcast)

Friday Night Gamecast

Play Episode Listen Later Oct 13, 2023 131:45


This Friday Nick and Will are back and better than ever! This time we're joined by Nast3, Dandalf and Jono to explore the fascinating realm of game development and shine a spotlight on the unsung heroes: the game engines. From the pixelated landscapes of classic games to the breathtakingly realistic worlds of modern titles, we discuss the engines that power our most beloved gaming experiences.Please follow the Elder Trolls Gaming Podcast at the platforms below!https://linktr.ee/eldertrollspodcasthttps://www.youtube.com/@ElderTrollsGamingTime Stamps:(0:43) - Intro(04:15) - Elder Trolls Intro & Storytime(11:08) - Game Updates for the Week(43:29) - MK1 News Review(50:37) - Main Topic - Game Engine Roundup & Review(02:10:22) - OutroMix, Master & Music by: Daniel Campolihttps://www.danielcampoli.com/portfolioIf you want to reach out to Nick and Will personally to engage with us about the show, follow us on any link here:https://linktr.ee/FridayNightGamecastSupport the show

Metaverse Marketing
Game Engines and Branded Experiences, AI Voice Print Rights and Space Fashion

Metaverse Marketing

Play Episode Listen Later Oct 11, 2023 42:48


In the first episode of TechMagic, Cathy Hackl, tech futurist, visionary, and pioneer, and technology lead Lee Kebler shared their insights on the latest stories in gaming, AI, and fashion tech. Their discussion guides businesses and brands on how to discern which are fads and what is the future. Hackl and Kebler discuss the retirement of Unity's CEO, John Riccitiello, and the future of game engines. They talked about what brands need to look out for when they launch online video games like Fortnite. They moved on to artificial intelligence and voice print rights. Finally, Hackl and Kebler went into space with Prada and Axiom Space.Follow Cathy on LinkedInFollow Lee Kebler on LinkedInSubscribe to TechMagic on your favorite podcast platform.And if you have a question or suggestions for the show, send us an email at podcast@adweek.com Hosted on Acast. See acast.com/privacy for more information.

Let's Know Things
Video Game Engines

Let's Know Things

Play Episode Listen Later Sep 26, 2023 22:03


This week we talk about Unity, Unreal, and Godot.We also discuss fee structures, user revolts, and indie game-makers.Recommended Book: How Big Things Get Done by Bent Flyvbjerg and Dan GardnerShow Notes* https://www.statista.com/outlook/dmo/digital-media/video-games/worldwide* https://www.billboard.com/pro/ifpi-global-report-2023-music-business-revenue-market-share/* https://www.cnbc.com/2022/07/07/video-game-industry-not-recession-proof-sales-set-to-fall-in-2022.html* https://en.wikipedia.org/wiki/Video_game_industry* https://www.washingtonpost.com/video-games/2022/08/22/are-video-games-recession-proof-sort-experts-say/* https://www.gamedeveloper.com/blogs/unity-s-pricing-changes-are-trying-to-solve-too-many-problems-at-once* https://www.gamedeveloper.com/business/unity-apologizes-to-devs-reveals-updated-runtime-fee-policy* https://www.theverge.com/2023/9/22/23882768/unity-new-pricing-model-update* https://www.theverge.com/2023/9/15/23875396/unity-mobile-developers-ad-monetization-tos-changes* https://www.theverge.com/2023/9/12/23870547/unit-price-change-game-development* https://www.washingtonpost.com/video-games/2022/08/22/are-video-games-recession-proof-sort-experts-say/* https://www.investopedia.com/articles/investing/022216/how-microtransactions-are-evolving-economics-gaming.asp* https://digitalcommons.uri.edu/srhonorsprog/902/* https://www.investopedia.com/articles/investing/053115/how-video-game-industry-changing.asp* https://finmodelslab.com/blogs/operating-costs/video-game-company-operating-costs* https://www.makeuseof.com/ways-the-rising-costs-of-games-affect-the-industry/* https://codeswholesale.com/blog/5-ways-to-make-money-in-the-gaming-industry/* https://gamemaker.io/en/blog/cost-of-making-a-game* https://www.gamedesigning.org/learn/video-game-cost/* https://www.reuters.com/technology/video-gaming-revenue-grow-26-2023-console-sales-strength-report-2023-08-08/* https://www.statista.com/outlook/dmo/digital-media/video-games/worldwideTranscriptDepending on how inclusive you are with your measurements and the specific numbers you're tallying, the global video game market is expected to pull in somewhere between $187.7 and $334 billion in revenue in 2023.That's somewhere between 2.6% and 13.4% above 2022 numbers—and again, those figures are pretty far apart because different entities keeping tabs on this industry measure different things, some only looking at direct sales of video games and in-game items, while others look at connected sub-industries, like e-gaming events and service jobs that do customer support for game companies.Whichever end of that spectrum you look at, though, the global video game industry is a behemoth that's growing every year, and its income surpassed that of the music and film industries, combined, years ago, the global film industry expected to bring in around $92.5 billion in 2023, while the global music industry pulls a paltry $26.2 billion.The video game market is continuing to grow at a fairly stellar pace, compared to other entertainment categories, as well. And while it was shown not to be entirely recession proof, as had been claimed since the financial crisis of 2007 and 2008, when it remained one of the few industries still growing steadily, that growth balking a bit in 2022, when the industry contracted by 1.2%, it grew substantially at the beginning of the COVID-19 pandemic, and has largely maintained that growth since, which has allowed entities operating in this space to claim more and more entertainment-related marketshare, which in turn has shifted the center of gravity in the media world toward video games and away from other leisure options, including things like travel, vacations, and other things you wouldn't typically think of as being competitors of the video game market.Since video games really took off, hitting the mainstream in the 1980s, and becoming a big deal in the 1990s with the emergence of user-friendly consoles and 3D graphics, the economics of video games have changed substantially.Once, video game companies sold games that would play on a user's computer, then consoles—which are basically gaming-focused mini-computers that plug into a customer's TV, or can be carried around in their pockets—those quickly became the new default for many gamers, creating a more optimized gaming experience, though also introducing a new cost for game-makers, as they typically need to pay something to the console-maker to use their tech and have their products work on these platforms.Retail stores became increasingly important to the gaming industry's budgetary concerns around this time, as they would need to take a cut of the sale price of everything they sold, but also have the flexibility to offer deals to their customers, to incentivize purchases and lure them away from other game stores.And further toward the base of the development stack, as games became more sophisticated and refined, game-makers had to spend more money on high-end hardware, but also higher-end software tools that would allow them to develop the games, polish them so they could compete with other offerings, and in some cases use what's often called "middleware" to serve as a scaffolding for their game projects—software tools that are sometimes referred to as game engines.All of which has made the process of producing video games a lot more complex and expensive, and as the industry has become more popular, roping-in more and more customers, more and more entities have popped up, intent on making their own games; and that's fed a spiral toward higher-costs and more complex game-making processes, leading to a lot of enrichment in some cases, and quite a few new business models optimized for different platforms and styles of game, but also quite a few bankruptcies and hostile takeovers, even seemingly successful video game companies sometimes falling short or investing too much in a game that flops, leaving them with insufficient resources to keep the lights on or produce their next product.What I'd like to talk about today is a recent scandal in the video game industry related to one of those middleware, game engine-making companies, and how they're scrambling to make things right after seemingly losing much of their goodwill and credibility essentially overnight.—In early September, 2023, a game engine company called Unity announced that it would be changing its pricing structure, effective Jan 1, 2024, and that set off a wave of outrage and anger from its users, most of which are individual game-makers and game-making companies.To understand why this response was so widespread and vehement, it's helpful to understand a bit about how game engines work and their role in the modern video game industry.Fundamentally, a game engine is a piece of software that serves as a framework for making video games.So while it's not a simple "click a button, get a game" sort of setup, it does dramatically reduce the amount of time and effort required to produce a finished game product, giving users—game-developers of all shapes and sizes—level-editors, physics engines, rendering engines that help them more easily produce and edit 2D and 3D graphics, collision detection tools, which basically track and control how things bump up against each other in the game and what happens when they do, alongside more basic media tools like those that allow for the creation and editing of audio, animations, video content, text, and the like.Modern game engines also help developers keep the size of their games moderated without losing too much quality, they help with memory management on the developers' computers, they can provide artificial intelligence tools and software that helps them build-out multiplayer functionality—it's a really big and powerful toolkit, so the engine that game-makers choose to use is important, and it shapes every other decision they make, and in some ways the final product, too, because of how easy or difficult things are to do within their specific scaffolding.Unity makes a very popular game engine that was originally released in 2005 as a Mac-specific product, but it has since become multiplatform, allowing developers to make games for all sorts of computers, consoles, mobile devices, and virtual reality interfaces.It's perhaps most popular in the mobile gaming space, as it's relatively easy to learn compared to other engines, and is fairly lightweight; and because the mobile gaming space has been growing so rapidly, that's meant Unity has become increasing popular and widespread as a tool, which in turn has had the spillover effect of making it more popular on other platforms, as well—because folks making a mobile game might go on to make a Playstation game next, and may decide to stick with the engine they know, or a gaming company might decide to perch all their games upon the same game engine because that's just a lot easier, both in terms of keeping things simple for developers, and in terms of the costs associated with using a bunch of different engine.The pricing models used by these game engines vary quite a bit from company to company, but typically they make money by selling licenses to use their products; there's generally a free tier for folks learning to use their tools and who make games below a certain threshold of popularity and profit, but at a certain point they'll need to buy the right to use the engine, which generally also comes with a few bonus perks, like better analytics and error reporting options.This system has worked for everyone for a long time now, and though some developers have balked at the idea of paying Unity and similar companies for their engines, opting for free and open source options like Godot, instead, the larger gaming industry has generally oriented itself around just a few primary, paid options, including the Unreal Engine owned by Epic Games, the maker of Fortnite, among many other offerings, and Unity, which since its release has been used to make more than 750,000 games, alongside non-game offerings, like augmented reality experiences in Microsoft's HoloLens headset, about 90% of Samsung Gear VR content, machine learning programs like Google's TensorFlow, and even film content, like the backgrounds for the 2019 real-life version of The Lion King and engineering blueprints, like those for cars and buildings.All of which partially explains why so many people were up in arms about the changes Unity announced, seemingly out of nowhere, to their fee structure in early September.The old Unity model, again, included a free version of Unity for folks operating below a certain threshold—that threshold has been $200,000 for a while now—and after that folks would pay a monthly fee to use the engine, and that fee would typically cost about $400 per year per game, though it varied quite a bit as folks paid per seat—that is, per developer using the engine—and based on the size of the studio and game they're working on.Unity's newly announced pricing model, in contrast, would keep a free tier, but would remove some of the cheaper payment options, nudging people up to higher yearly rates, while, importantly, also tacking-on a small fee, somewhere between a cent and twenty cents, for each installation of a game that uses the Unity engine, after a threshold has been crossed.The announcement also said that Unity would use a secret, internal method of determining download numbers, and folks would be on the hook, in some cases, for something closer to $2,000 a year per game, rather than $400-ish, though that number would also vary wildly based on a game's popularity and reach.This sparked all kinds of concerns, as it was an additional fee on top of existing fees, costing game-makers more over time, and without providing any new value in exchange, and because it was retroactive, so everyone who had ever used Unity for any game would be on the hook for this new payment structure—meaning, all those 750,000 games or so would potentially be new sources of revenue for Unity, but would be burdened with new expenses for the folks who made them.All sorts of immediate concerns bubbled to the surface of the gaming community, ranging from worries that small, indie devs would be priced out of the market—folks without big bank accounts to draw upon, and who aren't making games that bring in tons of revenue—to concerns related to the concept of putting a price-tag on downloads: would trolls be able to aim hefty fees on developers they don't like by repeatedly installing and uninstalling their games? Would Unity's tracking software be legit? Would it differentiate new downloads from redownloads, or would someone who buys a game, paying for it once, conceivably be a drain on the developer's bank account forever into the future, because they might install it over and over again, over time, on multiple devices?This outcry was also laden with a heavy sense of betrayal because it seemed to violate Unity's terms of service, and that outcry grew even louder and more betrayal-laden when it became clear, as folks went back to check the end-user license agreement they'd signed, that Unity had quietly, in the preceding months, gone through and edited its EULA to basically allow themselves to do what they had done, even though previous versions said they would never do such a thing.The first week after this announcement, as the gaming world unified against Unity, the company's stock tumbled around 16.5% from where it was before the announced change, which is the opposite of what the company had hoped to accomplish—industry analysis suggests that the company is trying to shore-up its numbers, never having been profitable, but finding itself especially pressed for cash right now, and hoping to avoid being in the same situation in the future.What seems to have happened is they tried to do too much at once, essentially grabbing at immediate cash as much as possible, while also trying to scale-up their future prospects by giving themselves a means of benefitting from the success of the games that use their engine; this isn't an entirely novel concept, as their competitor, Unreal, charges a 5% revenue share from game-makers using their engine, but because this was new, out of nowhere, seemed to come about without the folks running Unity checking-in with anyone in the gaming industry to see if it would be alright, and if so to see what sorts of numbers would be tenable for their business models, and because it was retroactively applied using a seemingly pretty skeezy, secretive method of basically giving themselves permission, on the down-low, after swearing up and down they would never do exactly this—all of it went over quite badly, the gaming world revolted against them, near-universally, and this has led to a huge exodus from Unity to other platforms, including the free and open source Godot, which has quite suddenly received a wave of funds from some of the more successful indie game studios out there, and newfound attention from folks who are learning they can relatively simply port their games from Unity to Godot, saving them the future hassle and expense of dealing with the former.The alternative floated by some gaming studios and individual makers was to simply pull their games from shelves, and this was also threatened, especially in cases where the games are free to play, and thus tend to garner huge numbers of downloads, but don't make money on all the people who install their game—which means their work would become huge weights around their ledgers, losing them money each year, rather than earning them money.It took more than a week, but the higher-ups at Unity eventually made some noises about having heard the game-making world and feeling bad about releasing this new model without first seeking their input, and they said they would take another stab at things and get back to them.They then released a new plan, a new pricing model, that seems to have infuriated people substantially less—a revamp that still includes changes, but apparently less catastrophic ones.The new plan says they'll rely on game-maker-reported numbers to tally downloads, and they've raised the revenue cap at which folks need to upgrade to $200,000, so below that and you can keep the low-tier Unity Personal plan, which is excluded from this new pricing model, and that roughly lines up with where things were before—and any game that makes less than $1 million in 12 months will also be exempt from the additional, per-install fee.Perhaps most importantly, though, Unity is now saying games made with previous versions of their engine won't be beholden to this new pricing model, nor would they need to abide by the new terms of service, which among other things says their games need to include a big, Made by Unity splash screen at the beginning, and only those that use the new version being released in 2024 would be required to pay based on downloads, though developers can choose to pay a 2.5% revenue share rather than using the per-installation model—and there's some indication that if they report install numbers, the company will choose whichever is the lowest fee for them, automatically, and charge them that.All of which seems to have cooled things down quite a lot, though a fair bit of damage has already been done to the company's reputation in the industry; many game-makers are still saying they're intending to port their games away as soon as they're able, and that they won't use Unity in the future, because the people in charge of the company have shown their true colors, have shown that they're willing to renege on previous commitments and promises, and burn the goodwill they've earned over the years, in order to pull in more money, to fill the gaps in their balance sheets.The company is investing in a big PR push to try to win people back and polish their now-tarnished brand, but it could be a while before they manage to do so, if indeed they do manage to do so.In the meantime, industry alternatives have seen a big boost in attention and use, and there's a chance we could see more entrants in this space, popping up to take advantage of the hole left by Unity's flub, and introducing entirely new business models that may further innovate on what we've already seen, and allow entirely new game-world business models to arise and flourish. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit letsknowthings.substack.com/subscribe

FM4 Spielkultur
#86: Das Unity-Nachspiel

FM4 Spielkultur

Play Episode Listen Later Sep 21, 2023 53:17


Wie erstaunlch schnell und adaptiv (Indie-)Spieleentwickler:innen nach dem Unity-Preismodell-Debakel ihre Game-Engines wechseln, darüber sprechen Robert Glashüttner und Rainer Sigl in dieser Ausgabe des FM4 Game Podcast. Außerdem erscheint diese Tage eine ARD-TV-Doku zur bzw. anlässlich der Erweiterung von "Cyberpunk 2077", die ebenfalls bald veröffentlicht werden wird. "GTA V" ist zehn Jahre alt, die Xbox-Leaks haben erstaunliche Industrieeroberungsträumchen ans Tageslicht gebracht, und in Nintendo- und Playstation-Landen gibt es paar, aber keine allzu verblüffenden Neuankündigungen. Empfehlungen aus der Redaktion: "En Garde!", "The Making of Karateka", "The Many Pieces of Mr. Coo" und - Pferdegames? (Folge #86) Sendungshinweis: FM4 Game Podcast, 21. September 2023, 0-1 Uhr.

Kiwi Talkz
#152 - Kursad Karatas Interview (Rogue Squadron, Star Wars, Art, Game Engines, A.I., Factor 5 etc.)

Kiwi Talkz

Play Episode Listen Later May 19, 2023 57:02


Kursad Karatas is an artist who is best known for his tenure at Factor 5 working on Rogue Leader and Rebel Strike. #starwars #roguesquadron #lucasarts00:00 - Intro00:30 - How Kursad Became An Artist/Ending Up At Factor 5/Star Wars04:30 - Reference Art For Rogue Squadron Games07:30 - Using Stills From The Movies For Direct References(Both, Death Star)09:25 - Building Models From Scratch/What Kursad Worked On10:34 - Kursad Didnt Get To Play Rogue Leader Till Its Release/Most Devs Not Having Dev Kits15:30 - Doing Proper Character Models For Rebel Strike(Pictures Shown)17:00 - Kursad Prefers During Organic Material18:40 -Prequel Influence On The Games/ Kursad's Drawing Of Liam Neeson19:15 - Differences Between Rogue Leader & Rebel Strike20:25 - Time It Took To Do One Level22:02 - Interacting With Designers & Programmers/Yavin Level24:30 - Hitting 60FPS26:00 - Factor 5 Understands Gameplay29:00 - Game Engines/Unreal/Rogue Squadron Could Be Made Much Easier Today32:00 - Kursad Would Love To Work On A Remake Or Remaster Of The Rogue Squadron Games33:00 - Rendering Engines/Technology Advancement34:00 - Judging Artwork Based On Its Times/Polygons Per Level36:40 - Kursad Taught Himself Programming/Math Should Be Taught In Schools Via Video Games38:00 - A.I. Technology/Midjourney41:00 - Jobs Being In Danger Due To A.I./Human Vs A.I. Art45:00 - Overpopulation Of Games/Humans In The Loop49:00 - Why Kiwi Doesn't Do Youtube FullTime/Kursad's Concerns For Podcasting52:00 - Free Will In The Future54:37 - A.I. To Make Star Wars56:00 - Advocating For A Remaster For Rogue Squadron Games

Engineering Kiosk
#65 Clean Code macht Software langsam

Engineering Kiosk

Play Episode Listen Later Apr 4, 2023 55:57


Zerstört die Anwendung von Clean Code die Performance deiner Applikation?Es war einmal Casey Muratori, ein Softwareentwickler mit Fokus auf Game-Engines, der sich ins Internet gestellt hat und sagte "Clean Code resultiert in schrecklicher Performance". Das YouTube-Video ging um die Welt, die YouTube-Kommentare wurden deaktiviert und Hackernews ging bis an die Decke. Auch der Kopf hinter "Clean Code", Uncle Bob, hat dies nicht auf sich sitzen lassen und ging in die Diskussion.Diese Episode handelt genau um das genannte Video. Wir besprechen, was die Key-Message des Videos ist, wer der Autor ist, was Clean Code ist und von wem es stammt und um was sich die Diskussion zwischen Casey Muratori und Uncle Bob dreht. Eine Art "Reaction-Podcast", sozusagen. Bonus: Was der heilige Gral der Teamentwicklung ist.Das schnelle Feedback zur Episode:

Knoxville Game Design
Game Engines – Knox Game Design, March 2023

Knoxville Game Design

Play Episode Listen Later Mar 30, 2023 11:57


Overview of game engines and development libraries. Links and Notes Godot Engine – godotengine.org Unity – unity.com Unreal Engine – www.unrealengine.com GameMaker – gamemaker.io Stencyl – stencyl.com Scratch – scratch.mit.edu SDL – www.libsdl.org Allegro – liballeg.org MonoGame – www.monogame.net Pygame – pygame.org Pico-8 – www.lexaloffle.com/pico-8.php OpenGL – www.opengl.org Podcast theme music – Ride by Pocketmaster

GlitchCube
Ep. 129: The Heart Of The Games! Game Engines!

GlitchCube

Play Episode Listen Later Mar 20, 2023 58:35


Hey there Cubies! Throughout the years there have been a multitude of ways in which games have been made. There are a plethora of game engines out there for designers to choose from. And each one, while can make an amazing game, have their own little differences. But what did they use before game engines were a thing? They actually used machine language to make their games and it took have an engineering background to do so. Game engine take what we want and convert it to machine language for the computer to understand. So, with their invention game design has been brought to the masses for better and for worse. But when it comes to deciding which engine to dedicate your time towards, that can be a crippling choice. Don't worry though we have gone through the history of engines and tested out quite a few to give discuss some of the strengths of these engines. Ultimately though what matters is what you have access to because what matters the most is the passion behind the game not the engine.  -------- Follow the link bellow to go to our various socials and be sure to join the Discord to talk with us and the community directly. Thank you all for the love and support! https://linktr.ee/glitchcube   Also we have a website now! Where you can find our show, more about us and even blog posts that we have written! glitchcubepod.com

The Augmented City Podcast
John McInnes: Make Movies with Game Engines

The Augmented City Podcast

Play Episode Listen Later Mar 10, 2023 42:27


John McInnes: Make Movies with Game Engines by The Soundcasting Network

The FlipScreen Games Podcast
Silent Hill and The Witcher Remakes and Does Unreal Engine 5 Spell Doom For In-House Game Engines?

The FlipScreen Games Podcast

Play Episode Listen Later Oct 28, 2022 77:24


This week Steve is joined by friend of the show Max Wright and the pair kick the show off by answering the question… What is our favorite game franchise? We also touch on a week of remakes from Age of Empires coming to Xbox, The Witcher ditching the Red Engine for Unreal Engine 5, and Silent Hill's big comeback! But does this shift to Unreal Engine 5 spell doom for in-house game engines and are we at risk of a choice between Unity or Unreal Engine 5? Of course with it being Halloween week we had to touch on survival horror as a genre, especially with the upcoming Resident Evil Village DLC and the both of us being addicted to Vampire Survivors! Thanks again to Max for joining me. Follow him here: https://twitter.com/maxlwright Chapters 00:00:00 - Intro 00:02:20 - Q: Your Favorite Game Series? 00:16:10 - Age of Empires Comes to Xbox 00:19:45 - The Witcher Remake 00:32:00 - Silent Hill's Big Comeback 00:44:00 - Resident Evil Showcase 01:03:00 - Vampire Survivors is a GOTY Contender Credits Pete Imbesi Stephen Radford Theme Music by AdhesiveWombat

Digital Podcast
Bauer e2 nach Computer AI

Digital Podcast

Play Episode Listen Later Oct 7, 2022 65:26


Künstliche Intelligenz beeinflusst auch das Schachspielen. Aber machen Algorithmen, die Züge weit voraus berechnen können, das Spiel langweiliger oder vielleicht sogar kreativer? Wir haben mit einem Grossmeister darüber gesprochen. Der ganze Podcast im Überblick: (00:01:12) Elon Musk will Twitter jetzt doch wieder kaufen...? (00:06:20) Wie beeinflusst KI das Schachspielen? (00:26:53) Datenkraken In-App-Browser (00:31:58) Game-Engines und Kino (00:46:45) Interview mit dem Effekt-Spezialisten Ben Cowell-Thomas Der Blog des Sicherheitsforschers Felix Krause: https://krausefx.com/blog/announcing-inappbrowsercom-see-what-javascript-commands-get-executed-in-an-in-app-browser SRF Geek Sofa bei Discord: https://discord.com/invite/012xplhQmvIErYJrN

Digital Podcast (MP3)
Bauer e2 nach Computer AI

Digital Podcast (MP3)

Play Episode Listen Later Oct 7, 2022 65:26


Künstliche Intelligenz beeinflusst auch das Schachspielen. Aber machen Algorithmen, die Züge weit voraus berechnen können, das Spiel langweiliger oder vielleicht sogar kreativer? Wir haben mit einem Grossmeister darüber gesprochen. Der ganze Podcast im Überblick: (00:01:12) Elon Musk will Twitter jetzt doch wieder kaufen...? (00:06:20) Wie beeinflusst KI das Schachspielen? (00:26:53) Datenkraken In-App-Browser (00:31:58) Game-Engines und Kino (00:46:45) Interview mit dem Effekt-Spezialisten Ben Cowell-Thomas Der Blog des Sicherheitsforschers Felix Krause: https://krausefx.com/blog/announcing-inappbrowsercom-see-what-javascript-commands-get-executed-in-an-in-app-browser SRF Geek Sofa bei Discord: https://discord.com/invite/012xplhQmvIErYJrN

The Construction Record Podcast
The Construction Record Podcast – Episode 200: GIS integration with real-time game engines

The Construction Record Podcast

Play Episode Listen Later Aug 24, 2022 21:59


This week on The Construction Record Podcast, digital media editor Warren Frey speaks with Esri Runtime and Maps SKD ArcGIS product manager Rex Hansen and Esri Director Industry Solutions, AEC Marc Goldman about the integration of geographic information system (GIS) mapping and real0time games engines such as Unreal Engine to create highly-detailed and responsive virtual environments for architects and engineers. Goldman and Hansen detailed how BIM and digital twins allow for massive amounts of data to be input into game engines with the additional ability to add weather conditions, an immersive environment and the ability to change conditions to see effects on a project.    You can listen to The Construction Record and TCR Express on the Daily Commercial News and Journal of Commerce websites as well as on Apple Podcasts, Spotify and Amazon Music's podcast, and you can listen to the previous podcast featuring BCIT School of Construction dean Wayne Hand speaking about mass timber here. Thanks for listening and we'll see you next episode. DCN-JOC News Services

The Metacast
National Game Engines Could Shape The World - Roundtable

The Metacast

Play Episode Listen Later Jul 22, 2022 61:05


In this Metacast episode, Matt Dion and Tammy Levy, join your host Maria Gillies to discuss: #1 Benefits and Challenges of Player Polls: How does player polling affect Old School RuneScape? Based on NME's article.#2 Russia's National Game Engine: How could national game engines shape the world?#3 Unity x ironSource Merger: How does the merger benefit both companies?If you would like us to discuss any other gaming-related topics, do reach out at maria@naavik.co or metacast@naavik.co. We'd love to hear your general thoughts and feedback too! And as always, if you like the episode, you can help others find us by leaving a rating or review!Go premium with Naavik Pro to access an ever-growing library of deep exclusive research including free-to-play and blockchain game deconstructions, and market analysis. Use the promo code METACAST to save 10% on your first payment. TLDListen?: Episode summaryWatch the episode: YouTube video Join the discussion: Naavik DiscordRead more: Naavik DigestWatch more: YouTube channelGo premium: Naavik ProFollow us: Twitter | LinkedIn | Facebook | WebsiteSound design by Gavin Mc Cabe.

Gamers Over 50 Podcast
Episode 66 - How are Games Made? Game Engines or the Engines of Imagination!

Gamers Over 50 Podcast

Play Episode Listen Later Mar 26, 2022 41:34


Prior to the creation of Game Engines, every part of a video games for consoles or PC's was created by the development team. A game engine can hold the basic concepts for a game, or be a template that can be built upon. Let's jump in to what a Game Engine is and then the pieces and a few examples of game engines with maybe a few games developed for each!

Behind The Game Podcast - Raphael Dias
Evangelista na Epic Games: carreira, game engines e mercado de jogo BR - Behind The Game Podcast #38

Behind The Game Podcast - Raphael Dias

Play Episode Listen Later Mar 17, 2022 65:06


Nesse episódio do Behind The Game Podcast eu converso com o Paulo Souza, Evangelista na Epic Games. O Paulo está na Epic desde 2015, mas seu início de carreira na área de games foi criando seu próprio estúdio de jogos. Como não poderíamos deixar de falar, conversamos sobre os fatores para o desenvolvedor levar em consideração na escolha da game engine e o cenário atual para submeter um jogo para a Epic Games Store. Também falamos sobre a profissionalização do mercado de jogos no Brasil, algumas questões sobre empreender na área e muito mais. Esse papo está imperdível para quem quer entender um pouco mais sobre a indústria de games no Brasil!

Building the Open Metaverse
The Role of Open Source Game Engines: Godot and O3DE

Building the Open Metaverse

Play Episode Listen Later Feb 1, 2022 64:10


Juan Linietsky of Godot Engine, and Royal O'Brien of O3DE, join Patrick Cozzi (Cesium) and Marc Petit (Epic Games) on Building the Open Metaverse to discuss the role of open source game engines in the metaverse.

Furidashi Game Design Academy
49. Game Engines and Film Production

Furidashi Game Design Academy

Play Episode Listen Later Jan 17, 2022 38:07


Lauryn and Nicholas look at the evolution of Unreal Engine from an ordinary development kit to the basis for a wide range of media production as well as the broader ramifications of film and video game production bleeding into each other. Also on the docket: The Matrix Awakens and the uncanny valley. Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/thelaurynash Nicholas: https://twitter.com/academicality

Kendoraks und Knaarks‘ Geschwafel – Ein Star Citizen Podcast
Folge 261: Game Engines und Star Citizen, Legatus-Paket 2951, Mining, unsere Top-5-Schiffe, Verlosung

Kendoraks und Knaarks‘ Geschwafel – Ein Star Citizen Podcast

Play Episode Listen Later Jan 9, 2022 79:30


So, der zweite Podcast in diesem schönen neuen Jahr 2022 steht an. Da CIG sich noch im Urlaubsmodus befindet, zumindest was die Veröffentlichungen angeht, haben Kendorak und ich ein paar Themen von unserem Discord-Server aufgegriffen. Los geht es mit der Frage, wie die aktuelle Entwicklung von Game Engines Star Citizen beeinflussen könnte. Dann geht es mit einer Betrachtung des neuen Legatus-Pakets weiter. Das dritte Kapitel dreht sich um Mining, wozu wir fairerweise gar nicht so viel sagen können. Im vierten Kapitel sprechen Kendorak und ich über unsere Top-5-Schiffe, die sich schon im Spiel befinden. Tja, und zu guter Letzt haben Kendorak und ich auch noch eine Verlosung für euch vorbereitet. Im Rahmen unseres Geburtstags wollen wir euch Hörer ein wenig beschenken; wie und was es genau gibt, erfahrt ihr in der Folge. Dieses Mal wieder mit Timestamps - hoffentlich klappt's: Game Engines und Star Citizen 00:03:20 Legatus-Paket 2951 00:18:25 Mining 00:39:35 Unsere Top 5 der aktuell im Spiel befindlichen Schiffe 00:42:44 Verlosung 01:13:50 Wir wünschen euch gute Unterhaltung. Wir haben auch einen Discord-Server eingerichtet, auf dem ihr mit uns in Kontakt treten könnt. Der Server ist aktuell noch sehr übersichtlich, wird aber im Laufe der Zeit und mit hoffentlich steigender Nutzung weiter ausgebaut. Hier wäre dafür der Link: https://discord.gg/95HcZ46

Broken Silicon
131. Game Engines, AMD v Nvidia TFLOPS, Halo Infinite, Next Gen XBOX | Obsidian Developer

Broken Silicon

Play Episode Listen Later Dec 14, 2021 147:55


A Game Tools Engineer from Obsidian joins to discuss Next Gen Hardware and Game Engines. [SPON: brokensilicon = -30% off Windows, dieshrink = -3% off Everything: https://biitt.ly/shbSk] [SPON: Get 10% off Tasty Vite Ramen with Code “brokensilicon” at: https://bit.ly/3oyv4tR] 0:00 What got Taylor into game development? 8:01 What does a “Senior Tools Engineer” do at Obsidian Entertainment? 13:22 How are Open World games actually made? How do you even start them? 22:05 What is a "Game engine," and why did Frostbite hurt Bioware? 29:15 Why Studios use Old Game Engines for so long - what's the advantage? 44:23 Are developers able to optimize for Ray Tracing effectively yet? 56:00 When is Ray Tracing worth it? When is 4K worth it? What's the best combination? 1:05:46 Unreal Engine 5 Matrix Demo - What impressed us? What needs work? 1:11:30 Optimizing for AMD v Nvidia v PS5 v XBOX Series X – how important are TFLOPS? 1:20:45 Why isn't dynamic resolution used more in PC Games? 1:25:11 Why do shooters this fall feel half finished? Did COVID hurt 2021's releases? 1:32:36 Halo Infinite vs Battlefield 2042 - Making Good Launch Decisions 1:42:05 Microsoft Buying Obsidian & Bethesda, Game Pass vs Profits 1:51:32 Advice for aspiring game developers 2:17:57 What would you want in a next gen XBOX Series X or PlayStation 6? https://www.linkedin.com/in/taylor-hadden-01a09827 Check out Taylor's Twitter and Tangent Notes: https://mobile.twitter.com/cptn_chillpill https://youtu.be/gr9TORbHA2M https://screenrant.com/battlefield-2042-originally-battle-royale-game-report/ https://youtu.be/mCxHcvtpfAk https://www.techpowerup.com/gpu-specs/geforce-rtx-3090.c3622 https://www.techpowerup.com/gpu-specs/radeon-rx-6900-xt.c3481 https://www.unrealengine.com/en-US/blog/introducing-the-matrix-awakens-an-unreal-engine-5-experience

As Art
#50 Unity buys Weta! Game Engines Companies are ACQUIRING the biggest VFX Studios?!

As Art

Play Episode Listen Later Nov 26, 2021 20:54


Weta is one of the three or four LARGEST Visual Effects studios in the WORLD -- and they just got bought by game engine company Unity for 1.6 billion dollars! While the VFX studio will still exist & has a majority share under Peter Jackson, this does give Unity full access to all their technology, assets, and other technology. With Unreal Engine already established in the Virtual Production sector (Mandalorian, etc), is this a power-play to try and gain ground in this developing sector? Nick and John have fun guessing where this one will develop!

Por Trás dos Controles
Conhecendo as Game Engines

Por Trás dos Controles

Play Episode Listen Later Sep 27, 2021 26:15


O desenvolvimento de jogos tem se tornado cada vez mais acessível ao grande público, isso devido ao surgimento de diversas ferramentas que tem como foco facilitar o trabalho na área. Entre elas, temos as engines, como Unity ou Unreal, que expandiram fortemente o mercado de jogos e auxiliam no crescimento de diversos desenvolvedores iniciantes (e nem tão iniciantes assim) ao redor do mundo REALIZAÇÃO Fellowship of the Game - FoG Site: https://www.fog.icmc.usp.br/ Facebook: https://www.facebook.com/fogicmc/ Itch.io: https://fog-icmc.itch.io/ Programa coproduzido com a Rádio UFSCar 95,3 FM: https://www.radio.ufscar.br/shows/por-tras-dos-controles/ ----------------------------------------­----------------------------- CRÉDITOS Locução: Luana, Thiago Direção: Gustavo Moura Coordenação : Luana Terra do Couto Roteiro: Luana Assessoria Técnica: Denise Cassati, Reinaldo Mizutani Apoio: Claudio Toledo APOIO Assessoria de Comunicação Instituto de Ciências Matemáticas e de Computação – ICMC Universidade de São Paulo - USP

DevTalk BR
#GDT02 - Uma resposta ao Império das Game Engines

DevTalk BR

Play Episode Listen Later Sep 17, 2021 24:48


Recentemente saiu uma notícia falando sobre quais as principais engines usadas pelos devs na Steam e os números são...previsíveis e assustadores! Porém, será que isso é uma dica de por qual engine começar? Ou será que isso mostra uma estatística que não paramos para pensar antes? Além disso, a Vale anunciou o que o Steam Deck Dev Kit está disponível. O que isso pode trazer de bom pros devs? Link das notícias: https://www.gamedeveloper.com/production/you-can-now-request-a-steam-deck-dev-kit https://www.gamedeveloper.com/business/game-engines-on-steam-the-definitive-breakdown

Deep in the D-Pad
Game Engines | Deep in the D-Pad #12

Deep in the D-Pad

Play Episode Listen Later Jul 27, 2021 52:42


What the heck's a game engine? In this episode of Deep in the D-Pad, Carlos Gutierrez and RK Taylor discuss the applications that facilitate game creation. The boys discuss games they're developing in their free time. Skill Treat describes the Hero's Journey--the backbone of many narratives. Appearances by Tennis for Two, Super Mario Maker, and Snake. Intro-00:00:00 D-Pad Delights-00:01:13 Deeper into the D-Pad-00:11:19 Skill Treat-00:40:58 Outro-00:51:52 Special thanks to 8-bit Jazz & Kevin MacLeod for supplying music for the show and Julia Eldred for creating the artwork.

Behind The Game Podcast - Raphael Dias
Programação de Jogos: Game Engines e Desafios - Behind The Game Podcast #10

Behind The Game Podcast - Raphael Dias

Play Episode Listen Later Jul 22, 2021 65:02


Qual é a melhor game engine? O que é preciso saber pra se tornar programador de jogos? Nesse episódio do Podcast eu conversei com o Bruno Ferreira, mais conhecido como Tinnus, que é Principal Software Engineer na Aquiris Game Studio. O Tinnus tem uma vasta experiência na área de programação de games e trabalhou em importantes jogos indie brasileiros como o Horizon Chase e o Wonderbox: The Adventure Maker. Nós conversamos sobre tecnologia de jogos em geral, passando por temas como a escolha da game engine, se vale a pena criar sua própria engine e, claro, os primeiros passos para se tornar um programador de jogos.

Kolakränzchen
044 - Regenbogen-Engine im Summer Sale | AndrePlusPlus & Lehzina

Kolakränzchen

Play Episode Listen Later Jun 27, 2021 104:40


Wir mögen Ronaldo nicht! Das nur so vorneweg... Themen: Aktuelle Tragödien und Unfälle mit deutscher Beteiligung, Doping und Sport, die UEFA und der Regenbogen, Steam Summer Sales, Mario Golf und Nintendos Fails auf der Switch, RPG Maker und Game Engines, Windows 11 und Godzilla.

Bulls, Bears, and Bourbon
Tim Maloney: The Metaverse, E-Sports, and the Future of Gaming

Bulls, Bears, and Bourbon

Play Episode Listen Later Apr 27, 2021 49:46


Tim Maloney, Co-Founder and CIO of https://www.roundhillinvestments.com/ (Roundhill Investments) shares his thoughts on all things gaming. From the metaverse and virtual reality to the shift to a gaming-as-a-service revenue model, we dive into the world of e-sports, streaming, and the gaming industry.  As we sip and share notes on two different bourbons, Tim provides insight into the current state of gaming and we look at what it could become in the future. [01:17] - Introduction  [03:10] – Tasting: Woodford Reserve Master Collection (1838 White Corn & High West American Prairie Bourbon) [08:33] – thematic investing with Roundhill Investments [12:20] – the massive size of the gaming business & impact of Covid-19 [15:10] – Free to play and the new gaming revenue model   [22:30] – global gaming – South Korea, China, and beyond  [25:00] – the Metaverse – what the heck is that?  [30:00] – is cloud gaming here? What happened to Google Stadia? [36:25] – Augmented Reality (AR) and Virtual Reality (VR) [41:12] – Game Engines and Democratizing Game Creation [45:15] – “because a path was beaten by many before you doesn't mean it's the right path for you”  Links: www.bullsbearsandbourbon.com www.vermillionprivatewealth.com www.roundhillinvestments.com Next Time: When a medical diagnosis impacted his life plans my guest turned to real estate investing to generate income and provide for his family. He shares his business model, why he chose real estate investing, and more in a very insightful conversation.  **The information in this podcast is educational and general in nature and does not take into consideration the listener's personal circumstances. Therefore, it is not intended to be a substitute for specific, individualized financial, legal, or tax advice. To determine which strategies or investments may be suitable for you, consult the appropriate qualified professional before making a final decision. Thanks for listening.

Eh! Steve! Podcast
Let's talk game engines and The Meta with Shamus Young!

Eh! Steve! Podcast

Play Episode Listen Later Apr 23, 2021 96:54


Special guest Shamus Young joins Chris and Steve to discuss some of the tech behind game engines, as well as the legitimacy of The Meta as a game design concept.

FACT
Episode 2: Framework for Resilience - Climate Justice from De-colonialist Perspectives

FACT

Play Episode Listen Later Mar 22, 2021 109:59


Framework for Resilience is a three-part series of online conversations which bring together activists, artists, researchers and educators to think about the world we are creating, the world we are destroying, the systems which will fall, and those which should prevail. In this second episode of the series, we start from a collection of questions of how we engage with time, land and ownership: What happens if we consider that the very earth and trees, as well as non-sentient beings like AI and stones, have rights? How can we understand time and consequence differently: understanding that indigenous deaths caused climate change in 1600, and prevent the repeating of history? How do we peacefully transform a racialised colonial system which values the very commodities which are destroying lives, bodies, and lands? Episode host Dr. Nicola Triscott (Director/CEO of FACT) and mediator Helen Starr (Curator), and gathered speakers Jack Tan (Artist), Himali Singh Soin (Writer, Artist) and Nabil Ahmed (Artist, Educator), consider how Western principles do not allow for ethical collaboration between beings, focusing rather on exploitation and one-sided gains. They instead explore how indigenous approaches might influence the way we establish ideas of kinship, and open up our sense of community to include other forms of existence, particularly in the future. If we approach the world with a different sense of time, and with empathy for all modes of existence, we might be able to create new forms of collaboration and notions of belonging. The reading list for this conversation can be found here. ------ ABOUT FRAMEWORK FOR RESILIENCE This online conversation is part of The Living Planet, FACT’s year-long season which focuses on the non-human, and deals with themes such as climate change, ecology and communication, as well as the violence of ‘othering’. This series will inform our programme for the rest of the year which focuses on systems of knowledge and classification in the formation of identity and the exercise of power. They also form part of Artsformation, a research project which seeks to identify new ways of working, specifically at the intersection between art, society and technology, to overcome current social crises including justice, democracy and climate. This project has received funding from the European Union’s Horizon 2020 research and innovation programme. The title for these sessions is taken from the artwork, PESTS, by Shonagh Short. Commissioned by FACT in 2020 for FACT Together. ABOUT HELEN STARR Helen is an Afro-Carib curator, producer and cultural activist from Trinidad, WI. She began curating exhibitions with artists such as Susan Hillier, Cindy Sherman and Marcel Duchamp in 1995. Helen founded The Mechatronic Library in 2010, to give marginalised artists access to technologies such as Game Engines, Virtual Reality (VR), Augmented Reality (AR). Helen has worked with many public institutions such as Wysing Art Centre, FACT, Liverpool and QUAD in Derby. Being Indigenous-American Helen is interested in how digital artforms transform our understanding of reality by world-building narratives through storytelling and counter-storytelling. How, by “naming one’s own reality” we can experience the Other. Helen has commissioned projects from artists such as Rebecca Allen, Danielle Braithewaite-Shirley, Anna Bunting-Branch, Megan Broadmeadow, Aliyah Hussain and Salma Noor. Helen believes that speculative artworks can give a glimpse of a future filled with hope. Helen is on the board of QUAD, Derby and in 2020 she co-founded DAAD Futurism with Amrita Dhallu and Salma Noor. ABOUT JACK TAN Jack uses law, social norms and customs as a way of making art. He creates performances, sculpture and participatory projects that highlight the rules that guide human behaviour. Jack trained as a lawyer and worked in civil rights NGOs before becoming an artist. His Ph.D research explored legal aesthetics and performance and he co-edits the Art/Law Journal. Recent projects include Four Legs Good (2018) a revival of the medieval animal trials for Compass Festival Leeds and V&A London; his Singapore Biennale presentation Voices From The Courts examining the vocality of the State Courts of Singapore (2016), Law’s Imagination (2016) a curatorial residency at arebyte exploring legal aesthetics; his solo exhibition How to do things with rules (2015) at the ICA Singapore; and Closure (2012), a year-long residency and exhibition at the UK Department for Health looking at the liquidation of their social work quango. Jack has also taught sculpture at the Royal College of Art and University of Brighton, and politics at Goldsmiths. ABOUT HIMALI SINGH SOIN Himali is a writer and artist based between London and Delhi. She uses metaphors from outer space and the natural environment to construct imaginary cosmologies of interferences, entanglements, deep voids, debris, delays, alienation, distance and intimacy. In doing this, she thinks through ecological loss, and the loss of home, seeking shelter somewhere in the radicality of love. Her speculations are performed in audio-visual, immersive environments. Her almanac ‘we are opposite like that’, comprises missing paraphernalia from polar archives, false philosophies, unreliable observations from the ship, love letters, ekphrastic poems, and made-up maps. It marks the culmination of the eponymous interconnected body of work (since 2017) exploring the uninhabited parts of the Arctic and Antarctic circles from the perspective of ice, and its uncanny bearing on the rest of the world. ABOUT NABIL AHMED Nabil Ahmed is a transdisciplinary scholar and writer. He leads INTERPRT, an environmental justice project that investigates and advocates for the criminalisation of ecocide under international law. INTERPRT’s long term research has been exhibited most recently at the Warsaw Biennale/The Museum of Modern Art in Warsaw, Beirut Arts Centre and The Museon museum for science and culture in The Hague. He has written for Third Text, Candide: Journal for Architectural Knowledge, MIT Press, Routledge, Documenta, Volume magazine, Sternberg Press, Mousse Publishing, Scientific Reports, Archeological and Environmental Forensic Science, among others. He holds a PhD from the Centre for Research Architecture He has taught and lectured extensively in the UK and internationally.

We Make Civil Engineering Look Good | Working to Make Transportation and other Civil Engineer Projects Better through Outreac
Revit, Navisworks & Game Engines in Water/Wastewater 3D Visualization with Jon Jones

We Make Civil Engineering Look Good | Working to Make Transportation and other Civil Engineer Projects Better through Outreac

Play Episode Listen Later Feb 16, 2021 28:52


This episode we're joined by Jon Jones, E.I.T. and Civil Analyst at Kimley-Horn to discuss 3D visualization in the water/wastewater sector. We discuss Revit, Navisworks, game engines, augmented reality and more.

Your Audio Solutions Podcast
Mirek Stiles - Using Game Engines For Music Production, Working With Waves, 3D Audio & More

Your Audio Solutions Podcast

Play Episode Listen Later Jan 20, 2021 67:17


Mirek Stiles in the head of audio products at Abbey Road Studios where he works with companies like Waves (on their Abbey Road Studio 3 plugin), Spitfire Audio, Native Instruments, and more.He was actually the first runner at Abbey Road when he started out back in 1998 and later progressed to assistant before he became involved with their audio products.Such a pleasure geeking out about audio and the incredible technologies that are being developed to enhance our experiences.In this interview, we spoke about:• Various ways artists and bands can use 3D/Binaural audio to enhance the experience for fans• The ability smart speakers have where 3D audio can be played from a single speaker• How stereo was invented to being commercially available• How game engines can be used for music production• How audio is becoming a hot topic again with, for example, Playstation 5• Using AI to dissect mono mixes to individual tracks• Working with Waves and how they made the Abbey Road Studio 3 pluginAnd much more,Check out Abbey Road Studios here:https://www.abbeyroad.com►► Join The Audio Tribe To Get Exclusive Access To Interviews, Private Q&A’s And Live Streams: https://www.youraudiosolutions.com/exclusive-access

Matrickz Daily Tech
Dailytech 381 - How Do We Incorporate Physics in Game Engines for Testing (12-07-2020)

Matrickz Daily Tech

Play Episode Listen Later Dec 23, 2020 3:41


In the defense industry, it's not the graphics that matter but the actual physics matters more. They pay more attention to physics than the graphics. And in this video, I will ask Piyush Karkare about how do we incorporate physics in game engines for testing. #virtual #security #safety #scenario #autonomousvehicles #automotive #automotiveindustry

Glitch Point
Cyberpunk to Game Engines

Glitch Point

Play Episode Listen Later Dec 21, 2020 61:37


In this week's episode we talk about Cyberpunk and the development struggles of engine development

Pittsburgh Pokemon Podcast
#009 -- Draw after Draw

Pittsburgh Pokemon Podcast

Play Episode Listen Later Oct 28, 2020 85:02


Part 2 of 2 on the Game Engines in PTCG: Draw Engines This is a longer episode, but Jake and Nick go into a deep discussion on the major cards that thin the deck during a game. Credits: Creators: Jake Abrams and Nick Yurko the “Duke of Hobbies” Producer: Nick Yurko the “Duke of Hobbies” Editor: Nick Yurko the “Duke of Hobbies” Host(s): Jake Abrams and Nick Yurko the “Duke of Hobbies” Guest(s): Artwork: Logo - Jake Abrams and Nick Yurko Featured: "Give Him a Hug" by Duke of Hobbies Songs: Intro/Outro: Friday Fugue by Trevor Garrod Advertisement: Fantasyland by Quincas Moreira All songs are from the Youtube Audio Library. Websites: Stream: twitch.tv/dukeofhobbies Twitter: @PittPokePod YouTube: Pittsburgh Pokemon Podcast Facebook: Pittsburgh Pokemon Podcast Support Us: https://streamlabs.com/dukeofhobbies/tip Etsy store: Duke of Hobbies Custom Creations Join the Discord Server: https://discord.gg/kEKGgZ8

Press Start To
PSTCast | Game engines

Press Start To

Play Episode Listen Later Oct 19, 2020 88:55


Nesse programa, Daniel Zaidan e George Marques se juntam a mesa para falar sobre suas experiências com várias engines, inclusive com a construção da sua própria. Programa #58 do Press Start To, um podcast que fala sobre jogos do ponto de vista do desenvolvedor.Links citados no programa e mais sobre o assunto:Game Engine ArchitectureFoundations of Game Engine DevelopmentHandmade HeroGame Engine ProgrammingThe ChernoThinMatrixDan Zaidan | Youtube gamecraftstd - Estudio do Daniel Zaidan | YoutubeGeorge Marques | TwitterPST-Cast #47 | Open Source – Expresso IndieRogue Summoner on SteamComparing the process of shipping games using three different enginesAcompanhe o podcast nas redes sociais:Twitter FacebookInstagramDiscordEnvie uma mensagem para gente – contato@expressoindie.comCompartilhando XPCréditos:Apresentando por: Nícolas Lobo e Caio C. Gomes Editado por: Caio C. GomesIntro e outro : Avenza – Game on

Puzzling Passion
Game Engines

Puzzling Passion

Play Episode Listen Later Sep 15, 2020 63:14


Is it worth writing your own game engine in 2020? We talked about it and tried to find out. Enjoy!

Bud and Roach Show
GMB 08/26/2020 Old Teachers / Remembering Our School Days Old Game Engines & Madden vs. 2K

Bud and Roach Show

Play Episode Listen Later Aug 26, 2020 12:05


Watch this full episode of Good Morning Bushwick in 4K on www.30DaysToRock.us - Aired 8/26/20 --- Send in a voice message: https://anchor.fm/budandroach/message

Plainly Speaking Podcast

Cyberpunk, Game Engines, Pokemon, MOBA's,Remakes,PS5 games. --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app

80-Bit Podsmash
80 Bit Podsmash: Video Game Engines!

80-Bit Podsmash

Play Episode Listen Later May 25, 2020 76:56


Hot off the heels of Epic Games' Unreal 5 engine unveiling, Penguin & Termite discuss video game engines. They are the foundation to all video games and are super important. We discuss... Discord: https://discord.gg/t5hEgKt Music: Ozzed - It's Not My Ship http://ozzed.net http://creativecommons.org/licenses/by-nc-sa/3.0/us/

Blipsounds
Blipcast - 19 - Driven to the Brink By Game Engines

Blipsounds

Play Episode Listen Later Mar 11, 2020


A hot tip leads to a cool chat about how game engines affect certain aspects of how a game operates. Think something missing seems like a no-brainer? Chances are good it couldn't even get in the game if they wanted it to.

The Augmented City Podcast
AC @ Infinity Festival Pt. 2 - Virtual Production, Game Engines, MEC and Automotive Media

The Augmented City Podcast

Play Episode Listen Later Jan 6, 2020 21:32


In Part II of our deep dive into next generation storytelling, we talk with Nigel Tierney, Head of Content for Ryot about game engines and mobile edge computing in media. We also report from the Augmented City panel session on next generation media & marketing for automobiles.

Game Dev Advice: The Game Developer's Podcast
Mid-Tier Indie Vs. Triple-A Dev, Game Engines, Star Wars AR, VR Challenges, Going Viral, and Gender Diversity with Chip Sineni

Game Dev Advice: The Game Developer's Podcast

Play Episode Listen Later Dec 9, 2019 70:01


Game Director Chip Sineni talks about the project he’s working on that dates back 20 years and how he got into the industry back in 1994 starting in QA. Learn about odd arrangement of the Beavis and Butt-Head console games each done by different developers. Hear his thoughts about the industry now with tools like Unity3D and Unreal Engine letting developers explore game ideas without publishers, along with challenges to get market attention. Learn thoughts on Twitter’s evolution, how to get into the industry now, and the differences around the type of work and mindsets in Triple-A vs Indie development. Hear a deeper dive on the game engine differences, pros and cons, between Unreal and Unity. Learn about some parallels between his game Corpse of Discovery and Death Stranding. Hear about key lessons he learned working with industry legends like George Gomez, Mark Turmell, Sal Divita, and Ed Boon at Midway Games, including the importance of 60FPS. Learn about the Japanese RPG-inspired game Septerra Core that never found an audience, thoughts about streaming services, and how the industry market leaders and genres are always changing.  Learn the challenges of big publishers to figure out what the next breakout game will be, and how ones like Ubisoft have been hammered recently in the marketplace. Hear thoughts on the interesting state of VR, his AR projects, along with difficulties on the platforms. Learn about his A-ha video that went viral, and the Star Wars AR video he created that got covered by the press and upset ILM. Hear thoughts about the slow pace of gender diversity in the industry, his love for Untitled Goose Game, and how genres get resurrected.  Resources: *Chip Sineni Twitter *Chip Sineni LinkedIn *Phosphor Studios website *Trixi Studios website *Beavis and Butt-Head Wikipedia *Unity3D website *Unreal Engine website *Corpse of Discovery Kill Screen *Septerra Core Wikipedia *Viacom New Media MobyGames *Grand Theft Auto Online website *Death Stranding Wikipedia *Ubisoft Entertainment Bloomberg *Fragments Asobo Studio website *A-ha AR video Verge *Star Wars AR Mashable *Untitled Goose Game Wikipedia *Goat Simulator website *Top 15 Game Design Podcasts You Must Follow in 2019 website picked Game Dev Advice at no. 8! *Level Ex website - we’re hiring for all kinds of roles *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Game Dev Advice Hotline: (224) 484-7733 *And thanks to Charles Dike Production podcast editing  *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links About My Guest  Chip Sineni has been professionally making games for over 25 years in Console, PC, Mobile, VR, and AR. Midway and Viacom alumni, currently co-founder of two development studios; PHOSPHOR STUDIOS and TRIXI STUDIOS. Notable titles he’s had significant roles in: Corpse of Discovery, HORN, The Dark Meadow, NETHER, Kinect Adventures, The Brookhaven Experiment, NBC Heroes, Psi-Ops, NFL Blitz, NBA Ballers, MLB Slugfest, Beavis and Butt-Head Virtual Stupidity, and Septerra Core.

Simple Programmer Podcast
778 The BEST GAME ENGINES To Use In 2020! - Game Development - Simple Programmer Podcast

Simple Programmer Podcast

Play Episode Listen Later Nov 27, 2019 7:09


Simple Programmer is now BACK with a brand new YouTube ChannelSUBSCRIBE HERE: https://simpleprogrammer.com/subscribespyt   Do you want to learn game development in 2020? Then, you're in the right place. However, you might be asking yourself: where do I start? With so many game engines out there, which one should you pick? Unity? Unreal Engine? Godot? Unity is amongst the most popular game engines and it is definitely one of the most intuitive ones, especially for beginners. Unreal Engine, on the other side, uses C++ which is a much more powerful programming language and also lets you create AMAZING graphics. Godot, on the other hand, is a new game engine that is rising in the latest years and lets you create pretty cool games in an easy way... Which game engine should you pick for 2020? That's what we're going to be discussing in this video

Digital to Dice podcast
Digital to Dice episode 16: Open & Closed Game Engines

Digital to Dice podcast

Play Episode Listen Later Nov 1, 2019 57:16


Dave and Ron talk about the difference and the pros and cons of open and closed game engines.

SimplyComplex Podcast for AECO+
Episode - With - Arkio - Johan

SimplyComplex Podcast for AECO+

Play Episode Listen Later Oct 4, 2019 38:35


Marcello is joined by Johan of https://arkio.is/ to talk about arkio, VR modeling and Game Engines in AECO+

Our Machinery
EPS2:OM Working with Game Engines vs Working on Game Engines

Our Machinery

Play Episode Listen Later Sep 23, 2019 11:43


This is the Summer Series with Guest host, Ole Ciliox.

Jogabilidade (Games)
DASH #108: Game Engines

Jogabilidade (Games)

Play Episode Listen Later May 27, 2019 88:06


Recebemos Tiani Pixel para discutir as origens, histórias e o funcionamento dos motores de jogos. Como era o mundo antes das primeiras engines, por que elas surgiram e como possibilitaram a revolução dos jogos indies?E o que você tem a dizer?Deixe seu feedback acessando o post deste podcast, ou mande um e-mail para contato@jogabilida.deLinks Comentados: Steam: Unsighted Vídeo: Adventure Construction Set Imagem: Árvore Genealógica da idTech 2 Vídeo: Tom Francis & Gunpoint DASH #71: E.T. Trilha do Podcast: "Helix Nebula" de Anamanaguchi "Up & Up" de Synths of Rage "Killstar - Dreamer" de Synths of Rage "The Street of Rage" de Synths of Rage "Resting State" de HOME "Traffic" de Foewi "On the Edge" de Unfound "Duck & Cover" de OCReMix "Flash Fire" de OCReMix "The Fifth Season" de OCReMix "Crash and Burn" de OCReMix "Rhythmortis" de Crypt of the Necrodancer "Reach for the Summit" de Celeste "Dance of the Decorus" de Crypt of the Necrodancer "Fungal Funk" de Crypt of the Necrodancer "Styx and Stones" de Crypt of the Necrodancer "Trailer 2" de Unsighted "Wait and See" de Persona Q2

Podcast 1UP
1UP Flash 6 - Game Engine

Podcast 1UP

Play Episode Listen Later Apr 22, 2019 2:01


O 1UP Flash tá de volta e dessa vez o Jack veio falar sobre uma coisa que com certeza você já ouviu falar: as Game Engines! Descubra o que são, como são, o que comem e onde vivem essas ferramentas tão importantes pro desenvolvimento de jogos! Torne-se um colaborador do 1UP no PicPay! https://picpay.me/Podcast1UPArte da Vitrine: Wallace "Wally" Carlini

SimplyComplex Podcast for AECO+
Vr - Gaming - Vr - In - Game - Engines

SimplyComplex Podcast for AECO+

Play Episode Listen Later Feb 12, 2019 37:22


Vr - Gaming - Vr - In - Game - Engines by Marcello

EnterVR
Learn to create VR + the future AI and game engines! W/ the founding team at Simmetri

EnterVR

Play Episode Listen Later Oct 19, 2018 92:28


Hello and welcome to the Enter VR podcast! On this very special episode we are joined by Max Harper and Amedeo Mapelli, the founding team at Simmetri! Join us for a journey down the rabbit hole! SHOW NOTES: 40: What is Simmetri? 3:30 The initial point of inspiration for creating Simmetri 4:50 Integrating VR with Simmetri in the DK2 days. 9:30 Will VR ever become important for society, and to what degree? 11:30 Preventing/minimizing VR addiction in the future 18:00 How to view the current state of the internet as a blue print of what not to do with the metaverse 22:00 VR will one day magnify the shock and trauma caused by content created by malicious users in the aggregate. 28:00 How do you teach compassion with VR? 29:20 What will it take to make VR mainstream? 32:30 How to bring VR to schools 38:00 Engines are the future the internet. Where does Simmetri fit into this grand scheme? 48:00 How will AI and engines grow together over time. 52:00 What does the killer app of VR look like? 1:04:00 People are wired to become consumers, how do you rewire people to become creators instead. 1:10:00 Why should you try Simmetri? 1:16:00 How far can you push the Simmetri engine if you know how to develop 1:22:00 Sending a message to the year 2038. 1:26:00 Parting thoughts. 1:30:00 How to stay in touch with Max and Amedeo Thanks to Amedeo and Max for being true scholars and gentlemen of virtual reality and thank you for listening! Stay in touch with the links below: https://discord.gg/pTY3EsX https://twitter.com/simmetri max@simmetri.com amadeo@simmetri.com https://www.simmetri.com/ https://store.steampowered.com/app/547120/Simmetri/ https://store.steampowered.com/app/547280/Calcflow/

ABOUT GAMEDEV
#4 TOP GAME ENGINES FOR BEGINNER

ABOUT GAMEDEV

Play Episode Listen Later Oct 1, 2018 4:10


Do you know what game engine to use in your game? Check out our new video about best engines of 2018. More details about game engines and prices: Gamemaker studio 2: http://www.yoyogames.com/get Construct 2: https://www.scirra.com/construct2 Cryengine: https://www.cryengine.com/user/regist... Unity: https://store.unity.com/ Unreal Engine: https://www.unrealengine.com * * * SUPPORT US * * * Patreon: https://www.patreon.com/otrogames * * * FOLLOW US * * * iTunes: itunes.apple.com/podcast/about-ga…dev/id1435749716 Twitter: https://twitter.com/otrogames Instagram: https://www.instagram.com/otrogames Medium: https://medium.com/@otrogames Facebook: https://www.facebook.com/otrogames

TechStuff
How Game Engines Work

TechStuff

Play Episode Listen Later Sep 27, 2018 44:51


What exactly is a game engine? What are the notable game engines out there today? And how do they work? A request from listener Tongki. Learn more about your ad-choices at https://news.iheart.com/podcast-advertisers

Downloadable Coffee (DLC) - Dallas
Game engines and Online Histories

Downloadable Coffee (DLC) - Dallas

Play Episode Listen Later Jul 25, 2018 28:27


Latest episode of Downloadable Coffee (DLC) - Dallas

Jason Scott Talks His Way Out of It
The Doomed Infocom Dinner Episode

Jason Scott Talks His Way Out of It

Play Episode Listen Later Jun 29, 2018 19:01


The Doomed Infocom Dinner Episode: The Eye-Opening E-mail, An Infocom Life, After Infocom Infocom, Phoning in a Text Adventure, Thaumistry, Spellcasting 101, Uncreated Games, The Miracle of Game Engines. Plus: Emergency Room. There are three podcasts being posted today. I'm keeping to 4 a month and I just got hit with a lot of commitments and project work that took me away from recording. I also recorded an episode while I was in California that had sound so terrible I just had to try again. This one's about one of my favorite letters I ever got, as well as thoughts on creating games then and now, and the benefits of each. I love creative tools so much!

BSD Now
208: Faces of Open Source

BSD Now

Play Episode Listen Later Aug 23, 2017 84:30


DragonflyBSD 4.8.1 has been released, we explore how the X11 clipboard works, and look at OpenBSD gaming resources. This episode was brought to you by Headlines LLVM, Clang and compiler-rt support enhancements (https://blog.netbsd.org/tnf/entry/llvm_clang_and_compiler_rt) In the last month I started with upstream of the code for sanitizers: the common layer and ubsan. I worked also on the elimination of unexpected failures in LLVM and Clang. I've managed to achieve, with a pile of local patches, the number of 0 unexpected bugs within LLVM (check-llvm) and 3 unexpected bugs within Clang (check-clang) (however these ones were caused by hardcoded environment -lstdc++ vs -lc++). The number of failures in sanitizers (check-sanitizer) is also low, it's close to zero. LLVM In order to achieve the goals of testability concerning the LLVM projects, I had to prepare a new pkgsrc-wip package called llvm-all-in-one that contains 12 active LLVM projects within one tree. The set of these projects is composed of: llvm, clang, compiler-rt, libcxx, libcxxabi, libunwind, test-suite, openmp, llgo, lld, lldb, clang-tools-extra. These were required to build and execute test-suites in the LLVM's projects. Ideally the tests should work in standalone packages - built out-of-LLVM-sources - and with GCC/Clang, however the real life is less bright and this forced me to use Clang as the system compiler an all-in-one package in order to develop the work environment with the ability to build and execute unit tests. There were four threads within LLVM: Broken std::callonce with libstdc++. This is an old and well-known bug, which was usually worked around with a homegrown implementation llvm::callonce. I've discovered that the llvm::callonce workaround isn't sufficient for the whole LLVM functionality, as std::callonce can be called internally inside the libstdc++ libraries - like within the C++11 futures interface. This bug has been solved by Joerg Sonnenberger in the ELF dynamic linker. Unportable shell construct hardcoded in tests ">&". This has been fixed upstream. LLVM JIT. The LLVM Memory generic allocator (or page mapper) was designed to freely map pages with any combination of the protection bits: R,W,X. This approach breaks on NetBSD with PaX MPROTECT and requires redesign of the interfaces. This is the continuation of the past month AllocateRWX and ReleaseRWX compatibility with NetBSD improvements. I've prepared few variations of local patches addressing these issues and it's still open for discussion with upstream. My personal preference is to remove the current API entirely and introduce a newer one with narrowed down functionality to swap between readable (R--), writable (RW-) and executable (R-X) memory pages. This would effectively enforce W^X. Sanitizers support. Right now, I keep the patches locally in order to upstream the common sanitizer code in compiler-rt. The LLVM JIT API is the last cause of unexpected failures in check-llvm. This breaks MCJIT, ORCJIT and ExecutionEngine libraries and causes around 200 unexpected failures within tests. Clang I've upstreamed a patch that enables ubsan and asan on Clang's frontend for NetBSD/amd64. This support isn't complete, and requires sanitizers' support code upstreamed to compiler-rt. compiler-rt The current compiler-rt tasks can be divided into: upstream sanitizer common code shared with POSIX platforms upstream sanitizer common code shared with Linux and FreeBSD upstream sanitizer common code shared with FreeBSD upstream sanitizer common code specific to NetBSD build, execute and pass tests for sanitizer common code in check-santizer This means that ubsan, asan and the rest of the specific sanitizers wait in queue. All the mentioned tasks are being worked on simultaneously, with a soft goal to finish them one after another from the first to the last one. The last point with check-sanitizer unveiled so far two generic bugs on NetBSD: Return errno EFAULT instead of EACCES on memory fault with read(2)/write(2)-like syscalls. Honor PTHREADDESTRUCTORITERATIONS in libpthread. These bugs are not strictly real bugs, but they were introducing needless differences with other modern POSIX systems. The fixes were introduced by Christos Zoulas and backported to NetBSD-8. Plan for the next milestone I have decided not to open new issues in with the coming month and focus on upstreaming the remaining LLVM code. The roadmap for the next month is to continue working on the goals of the previous months. std::call_once is an example that every delayed bug keeps biting again and again in future. LLVM 5.0.0 is planned to be released this month (August) and there is a joint motivation with the upstream maintainer to push compatibility fixes for LLVM JIT. There is an option to submit a workaround now and introduce refactoring for the trunk and next version (6.0.0). This work was sponsored by The NetBSD Foundation. The NetBSD Foundation is a non-profit organization and welcomes any donations to help us continue funding projects and services to the open-source community. Please consider visiting the following URL, and chip in what you can: http://netbsd.org/donations/#how-to-donate *** DragonFly BSD 4.8.1 released (http://lists.dragonflybsd.org/pipermail/commits/2017-August/626150.html) +Updates by dev: + Antonio Huete Jimenez (1): + libc/gmon: Replace sbrk() with mmap() + Francois Tigeot (3): + drm: bring in Linux compability changes from master + drm/linux: make flushwork() more robust + drm/i915: Update to Linux 4.7.10 + Imre Vadász (4): + drm - Fix hrtimer, don't reset timer->function to NULL in timeout handler. + sound - Delete devfs clone handler for /dev/dsp and /dev/mixer on unload. + ifvtnet - Allocate struct vtnettxheader entries from a queue. + Make sure that cam(4)'s dashutdown handler runs before DEVICESHUTDOWN(). + Matthew Dillon (24): + kernel - MFC b48dd28447fc (sigtramp workaround) + kernel - Fix deadlock in sound system + kernel - Fix broken wakeup in crypto code + kernel - Add KERNPROCSIGTRAMP + gcc - Adjust the unwind code to use the new sigtramp probe sysctl + kernel - Implement NX + kernel - Implement NX (2) + kernel - Implement machdep.pmapnxenable TUNABLE + kernel - Implement NX (3) - cleanup + kernel - Temporarily set the default machdep.pmapnxenable to 0 + param - Change _DragonFlyversion to 400801 + kernel - Fix i915 deadlock + pthreads - Change PTHREADSTACKMIN + libc - Fix bug in rcmdsh() + ppp - Fix minor overflow in protocol search + libtelnet - Fix improper statement construction (not a bug in the binary) + libdevstat - Limit sscanf field, fix redundant condition + openssh - Fix a broken assignment + window - Fix Graphics capability enable test + kernel - Fix event preset + mfiutil - Fix static buffer overflow + mixer - Fix sscanf() overflow + gcore - fix overflow in sscanf + kernel - Fix improper parens + Sascha Wildner (17): + libkvm: Fix char pointer dereference. + Fix some cases where an index was used before its limits check. + Really ensure that our world/kernel are built under POSIX locale ("C"). + zoneinfo: Create a /usr/share/zoneinfo/UTC link. + kernel/cam: Add CAMSCSIITNEXUSLOST (in preparation for virtioscsi(4)). + kernel: Add FreeBSD's virtioscsi(4) driver. + ccdconfig(8): Add missing free(). + libpuffs: Fix two asserts. + kernel/acpi: Untangle the wakecode generation during buildkernel. + kernel/acpica: Better check AcpiOsPredefinedOverride()'s InitVal argument + kernel/acpica: ACPITHREADID is unsigned. + kernel/acpica: Return curthread as thread id from AcpiOsGetThreadId(). + kernel/acpica: Remove no longer needed #include. + kernel/acpi: Call AcpiInitializeSubsystem() before AcpiInitializeTables(). + kernel/urtwn: Add missing braces. + kernel/ieee80211: Add missing braces. + libthreadxu: Fix checking of pthreadbarrierinit()'s count argument. + Sepherosa Ziehau (7): + sound/hda: Sync device ID table with FreeBSD + inet6: Restore mbuf hash after defragmentation. + pf: Normalized, i.e. defragged, packets requiring rehash. + em: Enable MSI by default on devices has PCI advanced features capability. + sched: Change CPU_SETSIZE to signed int, same as FreeBSD/Linux. + usched: Allow process to change self cpu affinity + ix: Fixup TX/RX ring settings for X550, which supports 64/64 TX/RX rings. + zrj (1): + Revert "Always use unix line endings" Porting Unix to the 386: A Practical Approach (http://www.informatica.co.cr/unix-source-code/research/1991/0101.html) The University of California's Berkeley Software Distribution (BSD) has been the catalyst for much of the innovative work done with the UNIX operating system in both the research and commercial sectors. Encompassing over 150 Mbytes (and growing) of cutting-edge operating systems, networking, and applications software, BSD is a fully functional and nonproprietary complete operating systems software distribution (see Figure 1). In fact, every version of UNIX available from every vendor contains at least some Berkeley UNIX code, particularly in the areas of filesystems and networking technologies. However, unless one could pay the high cost of site licenses and equipment, access to this software was simply not within the means of most individual programmers and smaller research groups. The 386BSD project was established in the summer of 1989 for the specific purpose of porting BSD to the Intel 80386 microprocessor platform so that the tools this software offers can be made available to any programmer or research group with a 386 PC. In coordination with the Computer Systems Research Group (CSRG) at the University of California at Berkeley, we successively ported a basic research system to a common AT class machine (see, Figure 2), with the result that approximately 65 percent of all 32-bit systems could immediately make use of this new definition of UNIX. We have been refining and improving this base port ever since. By providing the base 386BSD port to CSRG, our hope is to foster new interest in Berkeley UNIX technology and to speed its acceptance and use worldwide. We hope to see those interested in this technology build on it in both commercial and noncommercial ventures. In this and following articles, we will examine the key aspects of software, strategy, and experience that encompassed a project of this magnitude. We intend to explore the process of the 386BSD port, while learning to effectively exploit features of the 386 architecture for use with an advanced operating system. We also intend to outline some of the tradeoffs in implementation goals which must be periodically reexamined. Finally, we will highlight extensions which remain for future work, perhaps to be done by some of you reading this article today. Note that we are assuming familiarity with UNIX, its concepts and structures, and the basic functions of the 386, so we will not present exhaustive coverage of these areas. In this installment, we discuss the beginning of our project and the initial framework that guided our efforts, in particular, the development of the 386BSD specification. Future articles will address specific topics of interest and actual nonproprietary code fragments used in 386BSD. Among the future areas to be covered are: 386BSD process context switching Executing the first 386BSD process on the PC 386BSD kernel interrupt and exception handling 386BSD INTERNET networking ISA device drivers and system support 386BSD bootstrap process *** X11: How does “the” clipboard work (https://www.uninformativ.de/blog/postings/2017-04-02/0/POSTING-en.html) > If you have used another operating system before you switched to something that runs X11, you will have noticed that there is more than one clipboard: > Sometimes, you can use the mouse to select some text, switch to another window, and then hit the middle mouse button to paste text. > Sometimes, you can select text, then hit some hotkey, e.g. Ctrl+C, switch to another window, hit another hotkey, e.g. Ctrl+V, and paste said text. > Sometimes, you can do both. > Selections as a form of IPC First things first, in X11 land, “clipboards” are called “selections”. Yes, there is more than one selection and they all work independently. In fact, you can use as many selections as you wish. In theory, that is. When using selections, you make different clients communicate with each other. This means that those clients have to agree on which selections to use. You can't just invent your own selection and then expect Firefox to be compatible with it. How are selections identified? There are three “standard” selection names: PRIMARY: The “middle mouse clipboard” SECONDARY: Virtually unused these days CLIPBOARD: The “Ctrl+C clipboard” Program 1: Query selection owners Content type and conversion Program 2: Get clipboard as UTF-8 Program 3: Owning a selection Program 4: Content type TARGETS Handling binary data using xclip Large amounts of data Clipboard managers Summary News Roundup TrueOS Documentation: A great way to give back! (https://www.trueos.org/blog/trueos-documentation-great-way-give-back/) The TrueOS project is always looking for community contribution. Documentation changes are a great way for users to not only make a solid contribution to the project, but learn more about it too! Over the last few months, many users have asked for both simple and detailed instructions on making documentation changes. These are now added to the TrueOS handbook in the Contributing to TrueOS section. If interested in making a small alteration to the TrueOS handbook, here are some instructions for submitting a patch through the GitHub website. These instructions are also applicable to the Lumina and SysAdm handbooks. Lumina documentation is in the the lumina-docs repository, and SysAdm guides are in sysadm-docs. Make a Doc change! A GitHub account is required to submit patches to the TrueOS docs. Open a web browser and sign in to GitHub or make a new account. When making a new account, be sure to use an often checked email address, as all communication regarding patches and pull requests are sent to this address. Navigate to the trueos-docs GitHub repository. Click on the trueos-handbook directory to view all the documentation files. Open the .rst file corresponding to the chapter needing an update. The chapter names are reflected in the title of the .rst files. For example, open install.rst to fix an error spotted in handbook chapter 3: “Install”. This first image shows the trueos-docs repository and the contents of the trueos-handbook directory Open the desired chapter file by clicking its entry in the list. The trueos.rst file is an index file and should be ignored. Begin editing the file by clicking the Pencil icon in the upper right corner above the file's text. The file moves to edit mode, where it is now possible to make changes, as the next image shows. Editing install.rst with GitHub When making a simple change, it is recommended to avoid adjusting the specific formatting elements and instead work within or around them. Once satisfied, scroll to the bottom of the page and write a detailed commit summary of the new changes. Click Propose file change (green button), then Create pull request to submit the changes to the project. GitHub then does an automated merge check. Click Create pull request again to submit the change to the repository. In the final step, a developer or project committer reviews the changes, merging them into the project or asking for more changes as necessary. Learn more about TrueOS documentation To learn more about the underlying structure of TrueOS documentation like the Sphinx Documentation Generator and reStructuredText markup, browse the Advanced Documentation Changes section of the TrueOS handbook. This section also contains instructions for forking the repository and configuring a local clone, build testing, updating the translation files, and other useful information. The Sphinx website is also a valuable resource. libHijack Revival (https://www.soldierx.com/news/Hijack-Revival) Over a decade ago, while standing naked and vulnerable in the comfort of my steaming hot shower, I gathered my thoughts as humans typically attempt to do in the wee hours of the morning. Thoughts of a post-exploitation exercise raced in my mind, the same thoughts that made sleeping the night before difficult. If only I could inject into Apache some code that would allow me to hook into its parsing engine without requiring persistance. Putting a file-backed entry into /proc/pid/maps would tip off the security team to a compromise. The end-goal was to be able to send Apache a special string and have Apache perform a unique action based on the special string. FelineMenace's Binary Protection Schemes whitepaper provided inspiration. Silvio Cesare paved the way into PLT/GOT redirection attacks. Various Phrack articles selflessly contributed to the direction I was to head. Alas, in the aforementioned shower, an epiphany struck me. I jumped as an awkward stereotypical geek does: like an elaborate Elaine Benes dance rehearsal in the air. If I used PTrace, ELF, and the PLT/GOT to my advantage, I could cause the victim application to allocate anonymous memory mappings arbitrarily. In the newly-created memory mapping, I could inject arbitrary code. Since a typical operating system treats debuggers as God-like applications, the memory mapping could be mapped without write access, but as read and execute only. Thus enabling the stealth that I sought. The project took a few years to develop in my spare time. I ended up creating several iterations, taking a rough draft/Proof-of-Concept style code and rewriting it to be more efficient and effective. I had toyed with FreeBSD off-and-on for over a decade by this point, but by-and-large I was still mostly using Linux. FreeBSD gained DTrace and ZFS support, winning me over from the Linux camp. I ported libhijack to FreeBSD, giving it support for both Linux and FreeBSD simultaneously. In 2013, I started work on helping Oliver Pinter with his ASLR implementation, which was originally destined to be upstreamed to FreeBSD. It took a lot of work, and my interest in libhijack faded. As a natural consequence, I handed libhijack over to SoldierX, asking the community to take it and enhance it. Over four years went by without a single commit. The project was essentially abandoned. My little baby was dead. This past week, I wondered if libhijack could even compile on FreeBSD anymore. Given that four years have passed by and major changes have happened in those four years, I thought libhijack would need a major overhaul just to compile, let alone function. Imagine my surprise when libhijack needed only a few fixups to account for changes in FreeBSD's RTLD. Today, I'm announcing the revival of libhijack. No longer is it dead, but very much alive. In order to develop the project faster, I've decided to remove support for Linux, focusing instead on FreeBSD. I've removed hundreds of lines of code over the past few days. Supporting both FreeBSD and Linux meant some code had to be ugly. Now the beautification process has begun. I'm announcing the availability of libhijack 0.7.0 today. The ABI and API should be considered unstable as they may change without notice. Note that HardenedBSD fully mitigates libhijack from working with two security features: setting security.bsd.unprivilegedprocdebug to 0 by default and the implementation of PaX NOEXEC. The security.bsd.unprivilegedprocdebug sysctl node prevents PTrace access for applications the debugger itself did not fork+execve for unprivileged (non-root) users. Privileged users (the root account) can use PTrace to its fullest extent. HardenedBSD's implementation of PaX NOEXEC prevents the creation of memory mappings that are both writable and executable. It also prevents using mprotect to toggle between writable and executable. In libhijack's case, FreeBSD grants libhijack the ability to write to memory mappings that are not marked writable. Debuggers do this to set breakpoints. HardenedBSD behaves differently due to PaX NOEXEC. Each memory mapping has a notion of a maximum protection level. When a memory mapping is created, if the write bit is set, then HardenedBSD drops the execute bit from the maximum protection level. When the execute bit is set at memory mapping creation time, then the write bit is dropped from the maximum protection level. If both the write and execute bits are set, then the execute bit is silently dropped from both the mapping creation request and the maximum protection level. The maximum protection level is always obeyed, even for debuggers. Thus we see that PaX NOEXEC is 100% effective in preventing libhijack from injecting code into a process. Here is a screenshot showing PaX NOEXEC preventing libhijack from injecting shellcode into a newly-created memory mapping. What's next for libhijack? Here's what we have planned, in no particular order: Python bindings Port to arm64 This requires logic for handling machine-dependent code. High priority. Finish anonymous shared object injection. This requires implementing a custom RTLD from within libhijack. More cleanups. Adhere to style(9). libhijack can be found on GitHub @ https://github.com/SoldierX/libhijack *** Contributing to FreeBSD (https://blather.michaelwlucas.com/archives/2988) I've talked to a whole bunch of folks who say things like “I'm a junior programmer. I'm looking for a way to help. I have no specific expertise, but I'm willing to learn.” Today, I present such junior programmers with an opportunity. An opportunity for you to learn skills that will be incredibly valuable to your career, and will simultaneously expand your career opportunities. For decades, FreeBSD has relied on its users for testing. They expect users to install pre-release versions of the OS and exercise them to identify regressions. That's necessary, but it's nowhere near enough. The FreeBSD Testing Project is building an automated test suite for the entire operating system. They have a whole mess of work to do. There's only four people on the team, so each additional person that contributes can have a serious impact. They have tutorials on how to write tests, and sample tests. There's a whole bunch of tests left to be written. You have an almost open field. They need tests for everything from ls(1) to bhyve. (Yes, ls(1) broke at one point in the last few years.) Everything needs testing. Learning to write, submit, and commit small tests is valuable experience for developing the big tests. What's more, learning to write tests for a system means learning the system. Developing tests will transform you into a FreeBSD expert. Once you've demonstrated your competence, worth, and ability to work within the project, other FreeBSD teams will solicit your help and advice. The Project will suck you in. Testing is perhaps the most valuable contribution anyone can make to an open source project. And this door into the FreeBSD Project is standing wide, wide open. OpenBSD Gaming Resource (https://mrsatterly.com/openbsd_games.html) > What isn't there to love about playing video games on your favorite operating system? OpenBSD and video games feels like a natural combination to me. My resource has software lists, links to free games not in ports, lists of nonfree games, and recommendations. The Table of Contents has these high-level items for you: > General Resources > OpenBSD Exclusive > Ports > Network Clients > Browser Games > Game Engines > Multiple Game Engines > Multiple System Emulation > Computer Emulation > Game Console Emulation > Live Media Emulation > Operating System Emulation > Games in Other Software Have fun with these games! *** Beastie Bits Dragonfly introduces kcollect(8) (https://www.dragonflydigest.com/2017/08/07/20061.html) The Faces of Open Source (http://facesofopensource.com/unix/) Edgemesh CEO, Jake Loveless and Joyent CTO, Bryan Cantrill join together for a fireside chat to discuss distributed caching at scale, Docker, Node.js, Mystery Science Theater 3000, and more! (https://www.joyent.com/blog/joyent-edgemesh-cache-me-if-you-can) UFS: Place the information needed to find alternate superblocks to the end of the area reserved for the boot block (https://svnweb.freebsd.org/base?view=revision&revision=322297) Let ‘localhost' be localhost (https://tools.ietf.org/html/draft-west-let-localhost-be-localhost-04) Hurry up and register for vBSDCon September 7-9 (http://www.verisign.com/en_US/internet-technology-news/verisign-events/vbsdcon/index.xhtml?dmn=vBSDcon.com) and EuroBSDCon September 21-24 (https://2017.eurobsdcon.org/) *** Feedback/Questions Morgan - btrfs deprecated (http://dpaste.com/0JEYE1K) Ben - UEFI, GELI, BEADM, and more (http://dpaste.com/2TP90HD) Brad - Hostname Clarification (http://dpaste.com/1MQH1BD) M Rod - BSD Laptop (http://dpaste.com/39C6PGN) Jeremy - Contributing to BSDs (http://dpaste.com/3SVP5SF) ***

GAMEDEV BR
//E002 GAME ENGINES

GAMEDEV BR

Play Episode Listen Later May 28, 2017 50:54


Neste episódio sobre Game Engines, relembramos as origens deste conceito que mudou a forma de desenvolver jogos. Falamos os critérios que achamos relevantes ou que já vimos serem adotados durante a escolha de uma engine tanto para projetos pessoais quanto para estúdios desenvolvendo jogos comerciais. Também compartilhamos nossas experiências com algumas game engines.//Conteúdo00:00 Abertura e apresentação02:00 O que estamos jogando05:00 Notícias09:00 Conversa sobre o tema game engines//NotíciasThe art of the chase: Level design and player orientation in Outlast 2GDC Vault: The Jetpack Joyride PostmortemThe History of ID SOFTWARE: Commander Keen (1987 - 1991)Masters of Doom//LinksUnitySDLIrrlichtOgre3dCorona SDKCocos2d-xOpen Scene GraphDefoldLOVE 2DVídeos do desenvolvimento da engine do MárcioFonte da OctoEngine (1a engine do Márcio)

The TechMill Podcast
Ep 15: Juli James - Journalism, Game Engines, and Women Who Code

The TechMill Podcast

Play Episode Listen Later May 3, 2017 50:06


Juli James never thought playing 80 hours of Zelda would turn into a bullet point on her resume. With a background in journalism, Juli treaded a decision to either focus on her journalism career or going into academics. Of course, then her and her colleagues received a grant to develop a game engine for journalists while moving to Texas which they eventually turned into a new company, Playable Media. Juli is also a big advocate to support and empower women in technology by leading the local Denton chapter for Women Who Code through regular workshops and meetups. We talk to Juli about all things journalism, game design, education, and how the heck you even build a game engine this week on the TechMill Podcast. Playable Media Story Builder: http://playablemedia.org Twine: http://twinery.org News Games Book: https://mitpress.mit.edu/books/newsgames Women Who Code: https://www.womenwhocode.com Startup Weekend for Designers: http://www.techstars.com/content/community/the-designers-guide-t --- Support this podcast: https://anchor.fm/techmilldenton/support

Przegrani
Przegrani @ GDE2016 - Game Engines: My own, or out-of-the-box?

Przegrani

Play Episode Listen Later Aug 2, 2016 40:58


Temat odcinka: Przegrani @ GDE2016 - Game Engines: My own, or out-of-the-box? Prowadzi: Daniel Sadowski (Nitreal Games) Uczestnicy: Cyryl Matuszewski (QLOC), Grzegorz Mazur (Vile Monarch), Łukasz Wołowiec (CD Projekt RED), Valentin Simonov (Unity), Konstanty Kalicki (Thing Trunk) Nagranie z panelu dyskusyjnego "Game Engines: My own, or out-of-the-box", który odbył się podczas GameDev Evening, 22-24 lipca 2016. Panel jest w języku ANGIELSKIM. Game Dev Evening jest imprezą zamkniętą, na którą wstęp mają tylko twórcy gier. Podczas imprezy odbywa się dużo paneli, dyskusji i prelekcji, a część z nich możesz obejrzeć na kanale Przegranych. Kompendium: Klik Listę książek znajdziecie tutaj Link do odcinka na Youtube:

Toolsday
Game Engines

Toolsday

Play Episode Listen Later Mar 8, 2016 26:25


Achieved in CryEngine 3 — wait no, Unity, wait no, Phaser?

Filament Games Podcast
FGP 11: Game Engines

Filament Games Podcast

Play Episode Listen Later Feb 23, 2016 30:41


In FGP 11, Brandon and Dan weigh in on the changes to Hearthstone and explore Amazon's new game engine, Lumberyard. We also discuss unity vs. HTML 5, Brandon puts down his pitchfork, and we learn some super boring tidbits about Dan. For more information on this episode, please visit: https://www.filamentgames.com/blog/fgp-11-game-engines

Podcast - Sharks N Things
Episode 43: Resolutions

Podcast - Sharks N Things

Play Episode Listen Later Jan 12, 2016 58:38


Welcome to our podcast! We talk about games and things we like!This week we talk about our backlogs, our 'resolutions' on finishing games, and the costs of game development!FIG - Psychonauts 2 Funded!Game Engines are not Cheap!Warhammer: Age of Reckoning Returns!Yandere Simulator - I Can't Even...If you like what we are doing, feel free to check out our other places:Website: http://www.sharksnthings.comFacebook: https://www.facebook.com/SharksNThingsTwitter: https://twitter.com/SharksNThingsTwitch: http://www.twitch.tv/kagaiodinPatreon: https://www.patreon.com/sharksnthings

Creating Video Games (2014)
Lecture 3: Game Engines

Creating Video Games (2014)

Play Episode Listen Later Nov 19, 2015 56:05


In this lecture, the professors discuss the role of game engines in creating video games.

Semi-Casual Podcast with Chaide & Obbi
Semi-Casual Podcast #14 - We're back! Talkin' about stuff, SteamOS, Game Engines, and more stuff!

Semi-Casual Podcast with Chaide & Obbi

Play Episode Listen Later Mar 9, 2015 66:06


Obbi and Chaide return after a little hiatus to talk about stuff and things relating to video games and what have you! We'll be back at a regular 2-week schedule starting today. Thanks for sticking with us!

RsEustress Super Extravaganza-Cast!
GDC é dos Game Engines!

RsEustress Super Extravaganza-Cast!

Play Episode Listen Later Mar 4, 2015 21:36


Neste episódio de RsEustress Super Extravaganza-Cast falamos de: 00:22 Notch fala sobre a venda da Mojang à Microsoft http://bit.ly/1FaVC4h 5:20 Vários softwares grátis (ou quase) para desenvolver Video jogos http://bit.ly/1M6yIwZ http://ubm.io/1AygPjX http://bit.ly/1w4o9sk 14:13 Façam stream do vosso PC para qualquer ponto da vossa casa graças à Valve e aparentemente à Nvidia também http://bit.ly/18QCwX6 16:35 Valve trolla o mundo Ouçam no iTunes: https://itunes.apple.com/pt/podcast/rseustress/id968633603?l=pt Ouçam no Soundcloud: https://soundcloud.com/rseustress Ouçam no Sticher: http://www.stitcher.com/podcast/rseustress-super-extravaganzacast?refid=stpr

The Creative Coding Podcast
40 – Virtual Reality, Space Travel, Game Engines and Browser Features

The Creative Coding Podcast

Play Episode Listen Later Jan 13, 2015 47:29


What's 18 months in Internet Years? Turns out, quite a long time! We make a futile attempt to catch up with the developments in technology that happened while we were “offline”, including virtual reality, space travel, game engines and new browser … Continue reading →

Insert Credit Show
Ep. 89 - Bon Appetit

Insert Credit Show

Play Episode Listen Later Jun 5, 2014 74:24


Frank Recap, Make E3 Less Boring, A Line in a Game Movie, Worst Levels, Alternate History Games, Greatest Failings of Game Engines, Alien Developers, Misunderstanding Sequels, Improv Zone Minor League Gaming, and Lightning Round Hyper-Specific Japanese Genres. Music 'Race Around the World' from Castle Crashers, 'Labyrinth Zone' and 'Marble Zone' from Sonic 1, 'Aiden Pearce (Main Theme)' from Watch Dogs, and 'Aban Hawkins Theme' from Aban Hawkins and the 1000 Spikes.

Fairly Awesome Podcast
15: Project Morpheus, Game Engines, Crowdsourcing, Guardians of the Galaxy

Fairly Awesome Podcast

Play Episode Listen Later Mar 30, 2014 55:50


Topics in this episode: Is Project Morpheus, the new VR offering from Sony, a competitor for Oculus? What's next for video game graphics engines given the advance in technology? How useful is crowdsourcing given alpha/beta testing and world events? Without the same character build up The Avengers had, are you still excitied for Guardians of the Galaxy?

Cork GameCraft
Ford's World - by Team 2 Souls

Cork GameCraft

Play Episode Listen Later Feb 14, 2014 3:01


The Cork GameCraft theme : "Obstacles are those frightful things you see when you take your eyes off your goal.”— Henry Ford, challenged Computer Game Design & Development students to develop a complete Computer Game based on this theme. The Games Industry is the fastest growing industry in Europe. The Computer Game Design and Development course at St. John's Central College, is designed to provide an advanced understanding of game design and conception. The student will acquire advanced skills in the area of 3D Modelling and Animation to implement into the latest Game Engines. Students will also develop Phone apps for game design on various platforms (Windows, Android). Computer programming (C sharp, Java, Flash, etc…) are also included in this Course.

Cork GameCraft
Valley in the Winds - by Black Rainbow Studios

Cork GameCraft

Play Episode Listen Later Feb 14, 2014 2:57


The Cork GameCraft theme : "Obstacles are those frightful things you see when you take your eyes off your goal.”— Henry Ford, challenged Computer Game Design & Development students to develop a complete Computer Game based on this theme. The Games Industry is the fastest growing industry in Europe. The Computer Game Design and Development course at St. John's Central College, is designed to provide an advanced understanding of game design and conception. The student will acquire advanced skills in the area of 3D Modelling and Animation to implement into the latest Game Engines. Students will also develop Phone apps for game design on various platforms (Windows, Android). Computer programming (C sharp, Java, Flash, etc…) are also included in this Course.

Scicast
Scicast #14: Game Engines Parte 2

Scicast

Play Episode Listen Later Jan 31, 2014


No episódio desta semana do podcast sobre ciência mais divertido da internet brasileira (rá), Silmar, Jorge, Ronaldo e Matheus (equipe #SciCast) – aliados ao jornalista especializado em games Caio Corraini (podcast Games on the Rocks e @CaioCorraini) – acionam o gerador de capangas aleatórios e enchem de porrada as engines mais atuais do mercado. Bônus: comentamos alguns depoimentos dos nossos ouvintes malucos, colhidos durante a Campus Party 2014. Escuta aí, galera!

Scicast
Scicast #13: Game Engines Parte 1

Scicast

Play Episode Listen Later Jan 24, 2014


No episódio desta semana do podcast sobre ciência mais divertido da internet brasileira (rá), Silmar, Jorge, Ronaldo e Matheus (equipe #SciCast) – aliados ao jornalista especializado em games Caio Corraini (podcast Games on the Rocks e @CaioCorraini) – ligam os motores e partem rumo a incontáveis aventuras no mundo do desenvolvimento de jogos digitais. Bônus: a volta dos que não foram, ou como o Matheus retornou da sua viagem insólita.

Basement Gamedev Podcast
ep. 014 - Game Engines Revisted

Basement Gamedev Podcast

Play Episode Listen Later Jul 1, 2013 30:44


Tronster (Firaxis Games & Geek House Games) and Brett Doerle (Wargaming.net) are joined again by Eric Ruth of "Eric Ruth Games" to talk about personal experiences with game engines, and certain platforms. This episode was recorded by Tronster and mixed by Bryan Lee. Theme music The Massacre by FantomenK. Views expressed by hosts and guests are solely of the individuals and do not reflect the views of their current or prior employers. Copyright 2013, All Rights Reserved.

techzing tech podcast
188: TZ Interview - Wayne Graham / Facebook Game Development

techzing tech podcast

Play Episode Listen Later May 30, 2012 85:25


Jason speaks with Wayne Graham, author of Beginning Facebook Game Apps Development about the process, technical issues and tradeoffs of developing games for the Facebook platform. Following are some links discussed in the show: Open Source Game Engines: - CAAT: http://hyperandroid.github.com/CAAT/ - Crafty: http://craftyjs.com/ - LimeJS: http://www.limejs.com/ - MelonJS: http://www.melonjs.org/ Commercial Game Engines: - Isogenic: http://www.isogenicengine.com/ - ImpactJS: http://impactjs.com/ Comprehensive List of Game Engines: https://github.com/bebraw/jswiki/wiki/Game-Engines

At Random Podcast
AtRandom #19: Under the Hood; Game Engines

At Random Podcast

Play Episode Listen Later Mar 29, 2012 53:14


IGDA Twin Cities Podcast
IGDATC Podcast Ep. 3 – Triningy

IGDA Twin Cities Podcast

Play Episode Listen Later Mar 31, 2011 91:39


IGDA Twin Cities Podcast, Episode 3 – Triningy Local goings-on, IGDA’s recent elections, Last Month’s Meeting Recap and Upcoming Events, Game Engines for Indies IGDA Twin Cities marches on!  Get it, its a pun! In this podcast, Ryan, Tori and Jacqueline discuss what they’ve been up to, GDC and the IGDA and recent elections, last […]

Macoun Konferenz HD
Cocos2D mit Komponenten (Steffen Itterheim)

Macoun Konferenz HD

Play Episode Listen Later Feb 14, 2011 48:34


Fast alle modernen Game Engines haben ein Komponentensystem um Objekteigenschaften und -verhalten schnell, fehlerfrei, wiederverwend- und austauschbar zu gestalten. Dieser Vortrag zeigt, wie man cocos2d um ein Komponentensystem erweitern kann, wie man es benutzt und welche Vorteile es bietet. Session 2, Sonntag, Großer Saal, Macoun 2010