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gamedev

Amazon Releases Its Own Game Engine For Free

Tue, 02/09/2016 - 08:51 -- rprice

Amazon’s releasing their very own game engine. Lumberyard, as they call it, is based on Crytek’s famous CryEngine, and can be used to develop games for both PC and consoles. It’s also free to download, and comes with “no seat fees, subscription fees, or requirements to share revenue.”

Amazon
video_game
gamedev

Amazon Releases Its Own Game Engine For Free

Tue, 02/09/2016 - 08:51 -- rprice

Amazon’s releasing their very own game engine. Lumberyard, as they call it, is based on Crytek’s famous CryEngine, and can be used to develop games for both PC and consoles. It’s also free to download, and comes with “no seat fees, subscription fees, or requirements to share revenue.”

Amazon
video_game
gamedev

Amazon Releases Its Own Game Engine For Free

Tue, 02/09/2016 - 08:51 -- rprice

Amazon’s releasing their very own game engine. Lumberyard, as they call it, is based on Crytek’s famous CryEngine, and can be used to develop games for both PC and consoles. It’s also free to download, and comes with “no seat fees, subscription fees, or requirements to share revenue.”

Amazon
video_game
gamedev

About FIFE

Sun, 12/14/2014 - 13:43 -- rprice

FIFE is a free, open-source cross-platform game engine. It features hardware-accelerated 2D graphics, integrated GUI, audio support, lighting, map editor supporting top-down and isometric maps, pathfinding, virtual filesystem and more! The core is written in C++ which means that it is highly portable. FIFE currently supports Windows, Linux and Mac. Games utilizing FIFE are programmed through Python scripting layer on top of the base C++ API. Games can be also programmed using the C++ layer directly.

gamedev
python

Gamasutra - The Cabal: Valve’s Design Process For Creating Half-Life

Tue, 02/11/2014 - 11:19 -- rprice

"experiential density" — the amount of "things" that happen to and are done by the player per unit of time and area of a map. Our goal was that, once active, the player never had to wait too long before the next stimulus, be it monster, special effect, plot point, action sequence, and so on. player acknowledgment. This means that the game world must acknowledge players every time they perform an action.

gamedev
Design
ux
battideas

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