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Interactive 3D Development
News, learning resources and insight for developers in the field of interactive experiences.
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2D story telling with Unity and Fungus

2D story telling with Unity and Fungus | Interactive 3D Development | Scoop.it
An open source library for Unity 3D for creating interactive fiction / visual novel games. (.@mrfb just introduced me to Fungus, an open-source #Unity3D library for illustrated IF games—awesome!
Gayasoft.ch's insight:

Fungus by snozbot is a very powerfull and easy to use open source library for 2D story telling. it allows you to set up your story and camera behavior fully within the Unity editor view, which is great for artist.

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Gayasoft.ch's curator insight, July 8, 8:51 AM

Fungus, an open source extension for the unity3d engine, adds a lot of flexibility and power to your workflow if you want to empower yourself and your designers to create visual stories or use comic and similar mechanisms to communicate your games story.

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Gamasutra: Jamie Aisthorpe's Blog - The Poor Game Developer Tool Kit

Gamasutra: Jamie Aisthorpe's Blog - The Poor Game Developer Tool Kit | Interactive 3D Development | Scoop.it
Gayasoft.ch's insight:

Commonly the development of games has the air of being an expensive adventure, though this changed in the past years.

This nice list by Jamie Aisthorpe goes a step further, listing great free options for every sector of your start as a game - interactive experience developer.

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[Flocking] How to improve performance? - GameDev.net

[Flocking] How to improve performance? - GameDev.net | Interactive 3D Development | Scoop.it
[Flocking] How to improve performance?
GameDev.net
As the number of boids increases, performance degrades rapidly. I'd like to do something to improve it, but sadly I am using the free version of unity3D, which does not have a profiler.
Gayasoft.ch's insight:

Flocking is a very interesting topic in AI and its uses because in nature, there is flocking in some many places, even we humans behave like flocks in public transportation or shopping malls for example.

In this article, you can learn about one devs journey from his initial flocking implementation to final version, showing how he measured the performance and how he achieved a significant performant growth!

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Gayasoft.ch's curator insight, April 13, 11:33 AM

Flocking or any kind of group movement behavior in general can be tricky to get done performantly.

The following thread shows some interesting aspects of this problem and how it could be tackled

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How Virtual Gaming Worlds Are Revealing the Nature of Human Hierarchies

How Virtual Gaming Worlds Are Revealing the Nature of Human Hierarchies | Interactive 3D Development | Scoop.it
The way players form into groups in online games reveals that hierarchies are an inevitable product of the human condition, say complexity scientists.One of the goals of anthropology is to understand...

Via David W. Deeds
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David W. Deeds's curator insight, March 31, 9:04 AM

Interesting stuff.

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Occlusion Culling in Unity 4.3: Troubleshooting

Occlusion Culling in Unity 4.3: Troubleshooting | Interactive 3D Development | Scoop.it
Develop once, publish everywhere! Unity is the ultimate tool for video game development, architectural visualizations, and interactive media installations - publish to the web, Windows, OS X, Wii, Xbox 360, and iPhone with many more platforms to...
Gayasoft.ch's insight:

Yesterday we covered best practices for the new Occlusion Culling in Unity 4.3. But what, when the occlusion culling fails to do what you expect it to do none the less? Todays share will get you up to speed on how to troubleshoot such issues and resolve them.

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A Computer Program Made A Game By Itself. Well, That's Unsettling.

A Computer Program Made A Game By Itself. Well, That's Unsettling. | Interactive 3D Development | Scoop.it
"This is a game about a disgruntled child." Okay computer, I'll just start working on my underground bunker now, don't mind me.
Gayasoft.ch's insight:

We are reaching a new age where AI is learning to be creative and create more interesting gameplay than many AAA budget games tend to offer lately. I am very eager to see where this is heading and what kind of results and conclusions we will see from it, what it will gain us as players and creators of interactive experiences.

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A successful Git branching model » nvie.com

A successful Git branching model » nvie.com | Interactive 3D Development | Scoop.it
Gayasoft.ch's insight:

Versioning and handling development versions, release versions and feature branches can be a daunting and often destroying aspect of development in a team and with moving targets.

Out of my view, GIT though has the potential to change that on a fundamental level and this article explains you how to get there in your own development cycle too.

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Jed Fisher's curator insight, June 9, 2013 1:17 PM

Develop topic.

Fantastic overview on how to handle product releases/development when there are both fixes and features being worked on. Very handy.

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Hakitzu: the app teaching kids to code - video

Hakitzu: the app teaching kids to code - video | Interactive 3D Development | Scoop.it
The British startup hoping to create the next generation of coders by playing games

Via WebTeachers
Gayasoft.ch's insight:

Hakitzu plans to make coding more appealing to kids in a way that they claim to be new. Unluckily their concept is nearly as old as modern computers, as programming robots to combat existed for two decades and more, appealing once again only to kids already interested in the materia before getting in touch with this ...

 

Yet the fact that a startup was funded raises the hope that they go one step further, offering visual scripting to make it appealing to non-coding interested kids and especially girls too to enable kids to discover their interest in this topic even if they would never have thought to be into it.

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Gayasoft.ch's comment, May 5, 2013 10:52 AM
This would be a great thing, if it wasn't how it used to be for 2 decades with robo rumble and its spiritual siblings. The next step here would have been visual scripting to not only appeal to already coders but also to potentially coding interested kids that are not aware of it already.
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The aesthetics of shape are critical to game development | HeroEngine

The aesthetics of shape are critical to game development | HeroEngine | Interactive 3D Development | Scoop.it
Aesthetics are an essential part of game design and development. Everything has to look just right for a game to really be considered high-quality.
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Programmer Instincts – Unity3D 101 Part I – How to get started with Unity

Programmer Instincts – Unity3D 101 Part I – How to get started with Unity | Interactive 3D Development | Scoop.it
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Terrain Composer | an Unity3d extension tool

Terrain Composer | an Unity3d extension tool | Interactive 3D Development | Scoop.it
Terrain Composer, An Unity3d Extension Tool for making AAA Terrain (photorealistic)/Scene in just minutes... Terrain Composer is an Unity Extension Tool that enables developers to compose AAA quality Unity Terrain.
Gayasoft.ch's insight:

If you think that Unitys terrain system is too limited, then definitely give Terrain Composer a look. Its an absolutely huge and powerfull Unity3D extension for map based placement of textures and objects, multi terrain editing and much more. 

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Gamasutra: Jake Birkett's Blog - PC is not dead and mobile is shit (with Charts!)

Gamasutra: Jake Birkett's Blog - PC is not dead and mobile is shit (with Charts!) | Interactive 3D Development | Scoop.it
Gayasoft.ch's insight:

An interesting breakdown on PC vs Mac vs Mobile vs XBLIG sales from Jake Birkett.

Jake has been rather open about his sales numbers for quite a while and while not representative for all, they definitely give a good idea for new indies to learn something from unlike the surreal sales figures of the top 3 blockbusters on mobile.

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Could The Room 's success predict a new trend?

Could  The Room 's success predict a new trend? | Interactive 3D Development | Scoop.it
Leigh Alexander looks at Fireproof Studios' iPad hit The Room in the context of a legacy of "escape the room" puzzle titles -- and finds massive opportunity for an under-explored iOS genre.
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Gamasutra: Zac Zidik's Blog - Simple prototyping with metrics and events

Gamasutra: Zac Zidik's Blog - Simple prototyping with metrics and events | Interactive 3D Development | Scoop.it

Zac Zidik blog covers interesting and relevant informations as well as a throughout coverage on how to leverage metrics (through WIND) to achieve better learning and experience results in games

Gayasoft.ch's insight:

zac Zidik covers multiple interesting informations and techniques regarding the use of metrics and events for prototyping better learning and experience results in games.

He also introduces athe WIND framework that helps you achieving these even faster than you would with many traditional solutions.

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Hack-Man: An interview with Watch Dogs ' creative director

Creative director Jonathan Morin speaks about decisions made during the development of the hotly anticipated Watch Dogs , and where he expects the medium to go as we move into the next generation.
Gayasoft.ch's insight:

A very informative 2 page article on different game design related issues the developers had to overcome and how to achieve the  single button driven hacking experience in Watch Dogs

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7 Ways to Evaluate Educational Games

7 Ways to Evaluate Educational Games | Interactive 3D Development | Scoop.it
As educational games become more mainstream, here are 7 considerations that will help you choose the right game for your classroom.

Via Susan Bainbridge, David W. Deeds
Gayasoft.ch's insight:

interactive experience and games are a growing aspect in education, but often they fail to achieve their goals and offer enjoyable forms of education.

These 7 ways might be able to help you out in this situation

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David W. Deeds's curator insight, March 29, 9:43 AM

Thanks to Susan Bainbridge again.

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Threes , clones and cornflakes: A view on 'casual games'

Threes , clones and cornflakes: A view on 'casual games' | Interactive 3D Development | Scoop.it
What can we learn from the Threes furore? Leigh Alexander takes the temperature on "casual games" business as usual, the value of brand names, and talks to 2048 's 19-year old creator.
Gayasoft.ch's insight:

Clones exist in every field, but in no field they are as easy to achieve as in the digital field and nowhere, they can cause as much damage as easily as they do.
But there are lessons to be learnt on past occassions and steps that can prevent future success products from getting overwhelmed by a clone in the blink of an instant.

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Mobile Development Trends for the Upcoming Year

Mobile Development Trends for the Upcoming Year | Interactive 3D Development | Scoop.it
Mobile was on everyone’s mind in 2013, and that trend is likely to continue with increased progress in mobile development techniques and applications. Now that developers and designers are acclimat...
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Mobile Application Development : Wake Up Call To Face The Hard Truth

Mobile Application Development : Wake Up Call To Face The Hard Truth | Interactive 3D Development | Scoop.it
shared from AppShopperMobile Application development is a dream world of every newbie. The blockbuster stories of the names like Angry Birds and Instagram had provided a sound base for these hopes and opportunities.
Gayasoft.ch's insight:

Mobile development got much easier the past years thanks to middleware like Unity, Marmelade, Corona and Titanium.

But this simplicity has a high price due to the problems each application has to get the required visibility to attract its audience.

Out of my experience the above graphic hits reality quite well or might even be optimistic.

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Jed Fisher's curator insight, September 6, 2013 5:16 AM

Very interesting. I would have liked to understand how the author got this info. To be honest I'm not sure if I believe all of it as it's not entirely consistent with what I have seen personally. I'm curious to if they are counting hobbyists as well and/or Android.

Nevertheless, worth a review and ponder. Main takeaway, there are two main parts of building a great product or app. Yes, you must build/develop/design it, but then you must take it to market. Your positioning, goto market plan, and business model are just as important (if not more so) as the design and develop stages. Give this the attention it deserves and if you are not an expert - get some help.

It amazes me how often some relatively small (cheap and easy) adjustments can radically improve a products business success.

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Why 'Civilization' creator Sid Meier brought a WWI dogfighting game to iOS - NBCNews.com

Why 'Civilization' creator Sid Meier brought a WWI dogfighting game to iOS - NBCNews.com | Interactive 3D Development | Scoop.it
Cinema Blend Why 'Civilization' creator Sid Meier brought a WWI dogfighting game to iOS NBCNews.com For gamers, the name "Sid Meier" is synonymous with sweeping epic strategy games like "Civilization." It came as a shock, then, when we heard...
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New Fluid Simulation Algorithm Allows Realistic Water Physics

New Fluid Simulation Algorithm Allows Realistic Water Physics | Interactive 3D Development | Scoop.it
PhysX’s Position Based Fluids (PBF) technique may provide a way to efficiently simulate realistic water physics.
Gayasoft.ch's insight:

NVIDIA presented a new algorithm for realtime fluid simulation that allows realistic water physics on current hardware.

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Introducing the new Memory Profiler

Introducing the new Memory Profiler | Interactive 3D Development | Scoop.it
Develop once, publish everywhere! Unity is the ultimate tool for video game development, architectural visualizations, and interactive media installations - publish to the web, Windows, OS X, Wii, Xbox 360, and iPhone with many more platforms to...
Gayasoft.ch's insight:

Optimizing interactive realtime experiences got easier thanks to Unity 4.1s new memory profiler. Now you have tools to find out why your mobile game struggles to run smooth!

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The journey to create Journey -- the quest for emotion

The journey to create  Journey  -- the quest for emotion | Interactive 3D Development | Scoop.it
Journey is one, for many, one of the more emotionally arresting games of all time. In this DICE talk, Jenova Chen outlines the rocky creation of a game that targets emotion as its main goal.
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Adobe Flash dropping premium license for Memory Op code & hardware 3D

Gayasoft.ch's insight:

Recent updates in Adobes roadmap have shown that Adobe has removed the premium licensing requirement for Stage 3D content that use hardware acceleration as well as memory op codes.

This will path Stage 3Ds way as a major 3D API player combined with Adobes recent commitment to support Away 3D, a free Stage 3D engine as well as Unitys Flash export.

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Gamasutra: Samuel Rantaeskola's Blog - Why cross-functional?

Gamasutra: Samuel Rantaeskola's Blog - Why cross-functional? | Interactive 3D Development | Scoop.it

A lot of game studios today are to some degree organized by discipline. For example, the animators are sitting together in the animation department and the programmers are sitting in their respective offices in the engineering department. There usually exist some teams of mixed disciplines, but they all depend heavily on support from the different departments.

Gayasoft.ch's insight:

Coordination and workflows between developers and artists is likely one of the most common problem fields in the creation of interactive experiences. Read this interesting blog on how this can be tackled through cross functional organization

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