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Category: Programming


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Posted by Leszek Godlewski on 07/21/16 04:53:00 pm in Programming
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR perf targets. This is a story of scraping off frame render time, microsecond by microsecond.

Posted by Sande Chen on 07/20/16 01:02:00 pm in Programming
In this article, game designer Sande Chen describes what happens when players have a supercomputer for a mentor and what this development means for games in the future.





Posted by Ruben Torres on 07/22/16 03:32:00 pm in Programming
Since version 5, Unity has shipped a new tool for visually debugging your frames: the†Frame Debugger. Iíll briefly describe how to use the frame debugger and afterwards Iíll point out the drawbacks that can be addressed through other tools.

Posted by Andrew-David Jahchan on 07/21/16 12:57:00 pm in Programming
We explore the trials and tribulations of building a game that needs to run forwards and backwards through time.

Posted by Stas Korotaev on 07/20/16 04:57:00 pm in Programming
Time manipulation & custom timeline uses for level creation in Unity

Posted by Leandro Gonzalez on 07/19/16 01:52:00 pm in Programming
So, you have been working on Mobile games for a while using Unity, and probably heard that with Unity 5 it was possible to port your games for the Web sans Unity Web Player. Here are the things to know before making your game work with WebGL.