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| Title | Source | Topics | Written | Found | Rel. | Status | |
|---|---|---|---|---|---|---|---|
| Show HN: My 11 year old daughter and I build this DQ8 style game on macOS | Hacker News (Show/Ask HN) | 🎲 Game development | 2026-07-07 | 2026-07-07 | 1.00 | reviewed | |
| A father and his 11-year-old daughter developed a game styled after Dragon Quest VIII on macOS, showcasing the potential for collaborative亲子游戏开发的潜力。游戏中采用了类似《八方旅人》的风格。这一项目体现了跨年龄段合作在游戏开发中的可能性。具体细节包括他们使用了macOS平台进行开发工作。 (Note: The last sentence was translated directly from Chinese, which was an attempt to fulfill the instruction in English but ended up mixing languages. A purely English version would be: This project demonstrates intergenerational collaboration potential in game development. They used the macOS platform for their development work.) | |||||||
| New to coding and game design | r/gamedev | 🎲 Game development | 2026-07-07 | 2026-07-07 | 1.00 | reviewed | |
| A novice game developer seeks advice on creating a top-down game akin to Stardew Valley but smaller in scale, questioning the suitability of Godot versus Unity and sprite software preferences; they also inquire about developing on a Chromebook. The developer anticipates it will take at least two years to reach an alpha version. One concrete detail is their current use of a Chromebook for development. | |||||||
| Show HN: A strategy game about the AI race where you can't verify alignment | Hacker News (Show/Ask HN) | 🎲 Game development | 2026-07-06 | 2026-07-06 | 1.00 | reviewed | |
| A new strategy game focuses on the AI development race, emphasizing the inability to verify AI alignment, highlighting the risks and uncertainties in AI research. This matters as it reflects real-world challenges in ensuring ethical AI behavior. The game likely includes scenarios where players must make decisions under conditions of uncertainty regarding their AI's true objectives or behaviors. | |||||||
| List of things needed to build each game genre? | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 1.00 | reviewed | |
| A game developer seeks a comprehensive list of essential elements for various game genres to guide development and ensure no key aspects are overlooked, especially useful for less experienced developers; the poster specifically expresses interest in developing a survival game. | |||||||
| Xbox cutting 3,200 jobs and parting ways with Double Fine, Compulsion, Ninja Theory, and Undead Labs | Game Developer | 🎲 Game development | 2026-07-06 | 2026-07-06 | 1.00 | reviewed | |
| Xbox has announced job cuts affecting 3,200 positions and is ending relationships with several game studios including Double Fine, Compulsion, Ninja Theory, and Undead Labs. The decision reflects a strategic shift indicating that owning every top independent studio is neither feasible nor the company's primary goal. This move aims to streamline operations and focus on more strategically aligned partnerships. | |||||||
| Godot vs raylib | r/gamedev | 🎲 Game development | 2026-07-05 | 2026-07-06 | 1.00 | reviewed | |
| The key claim is that Godot, a full game engine, offers a more streamlined environment for hobbyists compared to raylib, which requires building from scratch. This matters because it affects the ease and speed of game development for beginners. One concrete detail is that Godot provides ready-made tools and assets, whereas raylib necessitates manual setup and coding for basic functionalities. | |||||||
| Architecture to support random events breaking game loop / systems | r/gamedev | 🎲 Game development | 2026-07-05 | 2026-07-06 | 1.00 | reviewed | |
| The article discusses the need for a robust architectural design in game development to manage interruptions of the game loop by random events, such as NPC deaths or ambushes, during simple quest systems like fetch quests. This architecture is crucial for maintaining gameplay continuity without resorting to complex if-else statements. One example given is an NPC who initiates a quest but then attacks the player, requiring the system to pause and resume the quest accordingly. | |||||||
| To people that have released multiple titles what was your experience with each one of them and what did you learn? | r/gamedev | 🎲 Game development | 2026-07-05 | 2026-07-06 | 1.00 | reviewed | |
| A Reddit thread discusses experiences of game developers who have released multiple titles, noting that most developers quit after their first game but the success rate for a second game tends to be higher. One key takeaway highlighted is the improved odds of success with subsequent games, reflecting learning and adaptation from initial experiences. | |||||||
| I made a custom voxel engine with the help of AI, what do you guys think? | r/gamedev | 🎲 Game development | 2026-07-07 | 2026-07-07 | 0.90 | reviewed | |
| A custom voxel engine developed with AI assistance achieves 60-70 fps on a high-end system while rendering a large map of 450 chunks wide. The developer is sharing the performance details and contemplating sharing the GitHub link for testing, though source code is not currently available. | |||||||
| Fast 3D Foundation Model Initialized Gaussian Splatting | arXiv cs.GR | 🎲 Game development, 🫖 Rendering | 2026-07-07 | 2026-07-07 | 0.90 | reviewed | |
| This paper presents a fast method for high-quality 3D Gaussian Splatting reconstruction that bypasses traditional Structure-from-Motion techniques by using 3D Foundation Models for initialization, achieving competitive results (23.61 dB PSNR, 0.19 LPIPS) in about three minutes per scene with as few as 50-60 input views. | |||||||
| How To Sell Me Your Game ,And How I Sell It To You?! | r/gamedev | 🎲 Game development | 2026-07-07 | 2026-07-07 | 0.90 | reviewed | |
| An individual game developer has created a personalized "How To Sell Me Your Game" template to detail their specific criteria for purchasing, refunding, or recommending games, encouraging others to adopt and adapt the template for their own preferences. This approach aims to provide game developers with targeted insights rather than universal marketing guidelines. The actual template is available in the comments section of the post. | |||||||
| Creating items/weapons in an MVC architecture? | r/gamedev | 🎲 Game development | 2026-07-07 | 2026-07-07 | 0.90 | reviewed | |
| The developer is facing challenges implementing various game weapons/items using MVC architecture in Roblox Studio, as the standard model does not efficiently handle diverse weapon functionalities. The proposed solution involves creating a registry for weapon definitions and potentially utilizing the strategy pattern to manage different behaviors without cluttering the MVC structure. One concrete detail is the suggestion of using `WeaponModel.new(weapondata)` to instantiate different weapons based on predefined data. | |||||||
| How can I make it in Godot 4 so that when my player character moves toward a wall while airborne, they will climb the wall for a short distance before sliding off of the wall? | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| The developer seeks to implement a wall-running mechanic for a 2D speed platformer in Godot 4, inspired by games like Sonic: Lost World and Shovel Knight: Specter of Torments, but struggles with GD Script due to inexperience. This feature matters as it enhances gameplay dynamics, providing players with more interactive movement options against environmental obstacles. One concrete detail involves the player character needing to climb a wall for a short distance before sliding off when moving toward it while airborne. | |||||||
| Good Enemy behaviour | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| The developer of "Infinity Shelf," a 2D maze escape game, seeks feedback on enhancing enemy AI to make the foe feel more alive and challenging; previously restricted from procedural behavior in a university project, the team now aims for a more dynamic enemy. The game involves evading or using items to distract an enemy while searching for pages within a maze. A vertical slice of the game is available on itch.io for review. | |||||||
| Is there an engine focused on beat 'em ups? | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| A game development engine specifically tailored for beat 'em up games, similar in utility to RPG Maker for RPGs, is sought after to provide a foundational framework with customization and coding capabilities. This would streamline the creation process for developers focusing on this genre. No widely recognized engine专用于 Beat 'em up 游戏的游戏开发引擎需求被提出,类似于 RPG Maker 之于角色扮演游戏,旨在为开发者提供基础框架及定制与编码能力。这将简化该类游戏的创作流程。目前没有广为人知的此类引擎存在。 | |||||||
| Destroy my pitch! | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| A game developer seeks critical feedback on their pitch deck aimed at publishers for their game, OBVERSE. The pitch is shared openly to enhance its effectiveness before formal presentations. The game’s Steam page and a direct link to the editable Google presentation are provided for comprehensive review. | |||||||
| How many replayability elements are enough? | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| The developer added numerous replayability features to an arena shooter, transforming it into a game focused on unlocking content rather than shooting. This deviation from the original concept raises questions about balancing replayability with maintaining genre identity. One concrete detail is the implementation of a level-up system that unlocks new arena bonuses, such as breakable healing boxes. | |||||||
| Balancing "intimidating" retro aesthetics with UX accessibility. How much is too much? | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| The developer of a web puzzle game is seeking advice on balancing retro terminal aesthetics with user-friendly design to avoid intimidating new players, while maintaining the raw data feel. The game’s current build features a harsh retro style that fits the theme but may deter beginners. To address this, the developer is looking for suggestions on how to manage visual hierarchy in minimalist or terminal-style interfaces effectively. | |||||||
| Feedback for a Unique Weapon Upgrade System | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| A new game developer seeks feedback on a weapon upgrade system where weapons gain levels and stats based on Build Points (BPs) earned from defeating specific enemy types; the system aims to enhance weapon effectiveness against matching enemy types. The developer inquires about potential issues or design pitfalls before full playtesting, indicating an early prototyping phase. One concrete detail is that spending Fire BPs can increase a weapon's Fire stat, making it more effective against fire-type enemies. | |||||||
| bitmap font looks fine at 720p, 1440p and 4k, but bad at 1080p | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| The developer observes that bitmap fonts in a 2D game using Phaser appear distorted at 1080p due to non-integer scaling, while appearing clear at 720p, 1440p, and 4k resolutions. The issue arises because scaling from the base resolution of 1280x720 to 1920x1080 requires a 1.5x factor, leading to poor font rendering; integer scaling improves text quality but introduces black borders at 1080p. | |||||||
| Marketing and mentoring in game development! Marketplace O_o | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| A game developer has launched a marketplace offering mentoring services (both 1-on-1 and group) with plans to expand into marketing, publishing, and creating content for younger audiences. The platform aims to support both beginners and experienced developers in the industry. Interested participants are invited to join a Discord server for testing sessions and credits as part of the initial rollout phase. | |||||||
| What are the best ways to balance 4-player co-op without just inflating enemy HP? | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| The article discusses the challenge of maintaining difficulty in 4-player co-op games without simply increasing enemy health, highlighting the need for innovative design patterns to preserve tension post-strategy development. It matters because it addresses a common issue in co-op game design where balancing becomes crucial for sustained player engagement. One suggested approach involves implementing dynamic scenario changes that alter gameplay conditions, forcing players to adapt beyond their established strategies. | |||||||
| Software recommendations | r/gamedev | 🎲 Game development | 2026-07-05 | 2026-07-06 | 0.90 | reviewed | |
| A game developer working on a 2D zombie open-world video game using Godot is seeking software recommendations for animating sprites more efficiently due to current frustrations with the animation process. The developer aims to create smooth animations for various movements like walking and shooting within an expansive, interactive environment. Currently, the developer uses Godot but encounters problems that make the development process frustratingly slow. | |||||||
| Start working | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| A novice game developer with basic 3D modeling skills in Blender is contemplating starting a Souls-like game project but questions whether to pursue this complex goal or opt for a simpler genre like a turn-based RPG or platformer. The decision hinges on the balance between personal interest and feasible skill progression. The poster has no prior programming experience, highlighting the significant challenge of undertaking a complex project like a Souls-like game. | |||||||
| My game and trailer flopped! Only 250 wishlists. Here is what I did to flop | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| The developer of a 2D sim racing game on Steam has garnered only 250 wishlists despite advertising across multiple platforms, including Reddit, YouTube, and TikTok, which yielded poor results or were shadow-banned. The developer used AI to create the steam capsule due to limited art skills and is considering future improvements in marketing and game features for a planned early access release in 2028. One concrete detail is that the YouTube trailer received almost no views, partly because YouTube did not allow custom thumbnails. | |||||||
| Average sentiment around major game engines on game dev subreddits | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.90 | reviewed | |
| A visualization of sentiment analysis for major game engines on r/gamedev and similar subreddits from 2009 to 2026 shows generally stable sentiments over time, except for Unreal and Unity, which have gradually received less praise. The data is subject to biases, such as more positive comments about niche engines due to their limited user base. | |||||||
| I rebuilt my physics placement tool Grabbit from scratch. Feedback on the result much appreciated! | r/gamedev | 🎲 Game development | 2026-07-05 | 2026-07-06 | 0.85 | reviewed | |
| Grabbit 2 is a ground-up rebuild of a physics-based prop placement tool for Unity, designed to simplify realistic object positioning in edit mode; it includes twenty new operations across five modes and integrates with the scene toolbar. The update addresses compatibility with newer Unity versions and user-reported issues from the first version. Notably, Grabbit 2 allows baking generated colliders permanently onto prefabs, enabling runtime use as native colliders or convex meshes. | |||||||
| Marketing a silly puzzler on Steam, pros and cons | r/gamedev | 🎲 Game development | 2026-07-05 | 2026-07-06 | 0.85 | reviewed | |
| The developers of "Bulbo's Belief System," a puzzle platformer inspired by a successful game jam entry, face challenges in marketing their unique but less popular genre on Steam, despite positive feedback and appearances in curated showcases. The game has gained 12,880 wishlists but underperformed during Steam Next Fest, highlighting difficulties in attracting organic traffic due to limited genre tags. Notably, the game received a promotional video with 139k views from Icely Puzzles, indicating potential for niche success. | |||||||
| Editing gameplay trailers: How much raw UI should actually be visible? | r/gamedev | 🎲 Game development | 2026-07-05 | 2026-07-06 | 0.85 | reviewed | |
| The article discusses the dilemma of whether to show raw, unedited UI or opt for a cleaner, cropped video without HUD in gameplay trailers to attract potential players on Steam. The key claim is that while a cinematic feel might be more appealing visually, showing the actual UI could provide transparency about the game’s mechanics. One concrete detail is the author's experience with editing tools like Premiere Pro and CapCut, suggesting technical proficiency but uncertainty over content strategy. | |||||||
| Went from 20 wishlists to 60 in a week after posting my trailer. Small numbers, big lesson. | r/gamedev | 🎲 Game development | 2026-07-05 | 2026-07-06 | 0.85 | reviewed | |
| A solo game developer saw their Steam wishlist numbers triple from 20 to 60 in a week after posting a trailer for their game, Dark Workshop Simulator. This outcome underscores the significant impact of having a gameplay trailer on player engagement, even with limited marketing resources. Notably, the trailer consisted simply of gameplay footage with text overlays and music. | |||||||
| I built a lightweight, web-based 3D Level Designer Toolkit for myself. Is this something the community would actually use? | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.85 | reviewed | |
| A game artist/designer developed a lightweight, web-based 3D Level Designer Toolkit aimed at rapid level prototyping with features like dual viewports and non-destructive modeling. The creator seeks community feedback to determine if there is sufficient demand to further develop and publicly release the toolkit. A key feature is its capability for seamless export into popular game engines or 3D software, facilitating a streamlined workflow for designers. | |||||||
| 6 years later, 20k+ copies sold, $135k revenue and I only launched on Console | r/gamedev | 🎲 Game development | 2026-06-07 | 2026-07-06 | 0.85 | reviewed | |
| An indie game developer sold over 20,670 copies and generated $135k in revenue by launching exclusively on PlayStation consoles, despite having no prior game development experience; the developer argues that console platforms are more accessible than perceived and can provide ongoing benefits like free advertising and participation in major sales events. The developer also benefited from a $25,000 Epic Games grant in 2018. | |||||||
| Can a 4-person studio survive mobile f2p in 2026? Our real numbers: $100k+/month on ads, $30 to buy one US install, 4 months to break even on a player | r/gamedev | 🎲 Game development | 2026-07-02 | 2026-07-06 | 0.85 | reviewed | |
| A four-person studio behind a mobile free-to-play game reports spending over $100k per month on user acquisition ads to achieve a return of investment within about 4 months, with an average cost of $30 to acquire one US install. Despite good initial retention rates (46% D1, 20% D7), the studio struggles to compete in creative ad production due to limited resources, focusing instead on improving long-term gameplay to maintain user engagement and reach their ROAS target of 120% at 12 months. | |||||||
| Show HN: I Built PixelGlass – An AI Agent for Building Ghost Themes | Hacker News (Show/Ask HN) | 🎲 Game development, 🫖 Rendering | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| The developer introduced PixelGlass, an AI agent designed to create themes for the blogging platform Ghost. This tool automates theme development, potentially saving time and effort for bloggers and developers using Ghost. The system leverages AI to generate custom designs based on user input, streamlining the customization process for Ghost blogs. | |||||||
| Show HN: Flag Click – Country Clicker Game | Hacker News (Show/Ask HN) | 🎲 Game development | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| The developer presents "Flag Click," a country clicker game designed to test users' knowledge of national flags. The game matters as it provides an interactive and engaging way for players to learn and recognize different countries’ flags, enhancing geographical awareness. Each correct flag identification scores points, incentivizing learning through gameplay. | |||||||
| Show HN: A Haskell programmable-CAD environment, in the browser with WASM | Hacker News (Show/Ask HN) | 🎲 Game development, 🫖 Rendering | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| A new Haskell-based programmable CAD environment runs directly in web browsers using WebAssembly (WASM), enabling real-time design and manipulation of 3D models. This development matters as it democratizes access to advanced CAD tools, making them more accessible and easier to integrate into existing web applications. The project demonstrates the potential of WASM for complex computations typically handled by desktop software, showcasing a live 3D model editor. | |||||||
| How can i make my first money on roblox development? | r/gamedev | 🎲 Game development | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| A Roblox developer seeks advice on earning income through game development, focusing on improving map and UI design as well as creating original content; the post aims to gather insights from experienced developers within the gaming community. One concrete detail is the user's explicit interest in enhancing their skills in both visual aspects of game creation—map and UI design—to stand out and monetize effectively. | |||||||
| Box3D + ECS compatibility? | r/gamedev | 🎲 Game development | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| Box3D's state management is incompatible with ECS systems designed for optimal performance through contiguous array storage, potentially causing cache coherency issues. The key solution suggested is to refactor Box3D to align with the ECS paradigm used; simply using pointers would not resolve potential cache misses due to scattered memory allocation. | |||||||
| Show HN: Slidown – Markdown to PowerPoint in pure Go, no AI in generation | Hacker News (Show/Ask HN) | 🎲 Game development, 🫖 Rendering | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| Slidown is a tool that converts Markdown files into PowerPoint presentations using Go programming language exclusively, without employing any AI for the generation process. This matters as it offers a straightforward and dependency-free method for creating PowerPoint slides from written content, appealing to developers preferring non-AI solutions. The tool is entirely coded in Go, ensuring efficient performance without external AI services. | |||||||
| What jobs are out there for me? | r/gamedev | 🎲 Game development | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| A self-taught software engineer with a background in digital media seeks job suggestions beyond game development, leveraging expertise in interactivity, procedural generation, and UI/UX. Despite successful experience in VR environments and 3D modeling, the individual struggles with backend work and networking, seeking guidance on potential career paths. The portfolio includes specialized skills such as shader creation and voxel-based physics systems. | |||||||
| When you make prototype art for your (2d) game, is there a reason most games use squares or rectangles? Is it the best shape, or does the shape not really matter? | r/gamedev | 🎲 Game development | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| Rectangles and squares are commonly used in 2D game prototypes due to their simplicity in defining character dimensions and hitboxes, though the optimal shape can vary depending on the game genre. For instance, rectangles might suit platformers better than triangles, which could be more applicable for top-down games. This choice impacts how characters interact with environments and other entities within the game. | |||||||
| Track the Noise, Move the World:3D-Grounded Motion-Consistent Noise for Controllable Video Generation | arXiv cs.GR | 🎲 Game development, 🫖 Rendering | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| UniCaMo introduces a unified framework enabling precise control over object and camera motions in video synthesis by manipulating the input noise of diffusion models, maintaining consistency across movements and viewpoints without altering the model architecture. This method achieves state-of-the-art results in motion controllability and video quality on standard benchmarks using lightweight LoRA fine-tuning on large pretrained models like Wan 2.1 (14B). Specifically, UniCaMo uses sparse 3D point tracks to guide noise warping along object trajectories while a spherical noise representation ensures consistency for newly revealed scene areas under camera motion. | |||||||
| Best way to handle large amounts of "pops" with unique stats attached to them? | r/gamedev | 🎲 Game development | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| The developer is seeking efficient methods to manage large numbers of "pops" (population units) with unique stats in a 4X game using Godot, noting that current array-based solutions become slow at scales over 10,000 pops. The article questions how games like Stellaris efficiently handle large populations by potentially clumping similar pops together to reduce computational load. One concrete detail is the use of an array structure and enum for pop attributes like health and knowledge to manage individual pop stats and operations. | |||||||
| Should Steam be more vigilant in stopping abuse of refund policy? There is recently an article going around from a dev who has 55K refunds with "dozens" leaving reviews saying they enjoyed it but refunded because they finished in less than 2 hours | r/gamedev | 🎲 Game development, 🚀 Starting a business | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| A game developer is calling for Valve to address the exploitative use of Steam's refund policy, after over 55,000 players refunded a short game they enjoyed but completed in under two hours. The developer suggests that Steam could better monitor and deter such abuse by allowing developers to see playtime before refunds are issued, thus distinguishing between legitimate complaints and policy exploitation. | |||||||
| I updated my free Multi-Ring Ground Check script based on your feedback! Now features a Custom Inspector, Slope Arc Visualizer, and OnValidate caching (Free / PWYW) | r/gamedev | 🎲 Game development | 2026-07-07 | 2026-07-07 | 0.80 | reviewed | |
| A free Multi-Ring Ground Check script for Unity has been updated to version 1.1, addressing limitations of standard SphereCast by using multiple concentric ray-rings to accurately calculate ground normals on uneven terrain. Notable additions include a Custom Inspector with a Slope Arc Visualizer and OnValidate caching for CPU optimization, enhancing real-time visibility and performance in the Scene View. | |||||||
| Some help on what I can do about my pixel art animations | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| An artist working on a pixel art game in early development with Godot seeks easier methods to implement complex animations, such as combining independent animations like blinking eyes onto a walking sprite. The artist currently uses Aseprite for creating animations and considers separating sprites into sections for more dynamic animation combinations. | |||||||
| Show HN: Code Review Enviornment for the Modern Era | Hacker News (Show/Ask HN) | 🎲 Game development, 🫖 Rendering | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| A new code review environment has been developed to streamline modern software development processes by enhancing collaboration and efficiency among developers. This tool matters because it addresses the growing need for more effective and faster code review mechanisms in agile development settings. The platform incorporates automated suggestion features based on established coding standards to improve code quality rapidly. | |||||||
| how to design a block style base building system on a spherical voxel planet | r/gamedev | 🎲 Game development, 🫖 Rendering | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| The article discusses challenges in designing a base-building system for a spherical voxel planet, focusing on issues like connecting buildings across the curvature and maintaining proper orientation relative to gravity. The authors propose using anchor blocks that establish local grids for building placement but struggle with aligning separate structures, such as bridges, due to the planet's curvature. One concrete detail is the use of an initial "anchor" block to create a localized grid system for subsequent block placements, ensuring correct alignment and avoiding vertical axis distortion. | |||||||
| How would you scan a room/building irl and import it into Godot as a 3d level. | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| The article discusses methods for creating 3D room models for use in Godot game engine, considering techniques like photogrammetry from images or videos and using an iPhone's Lidar scanner. This matters for developers aiming to recreate real spaces in a game with limited resources. One concrete detail is the potential use of photogrammetry techniques involving hundreds of photos or video footage to generate 3D files. | |||||||
| My combat | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| The author proposes adding an armor stat in their d100 tabletop role-playing game system that lowers the effective skill percentage needed to hit a target, simplifying combat mechanics but questioning if it adds unnecessary complexity. For instance, with mithril armor, a character’s 50% hit chance could be reduced to 20%, reflecting the armor's defensive capability. | |||||||
| Im wondering when to start making sprites and what tool is best for it | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| A beginner game developer is planning to create sprites for a 2D rougelike game after setting up basic player and enemy logic with simple shapes, seeking advice on the optimal time to transition to sprite creation and the best tool for pixel art. The post matters as it addresses common questions for novice developers about workflow timing and tool selection in game development. A recommended tool for drawing pixel art mentioned in discussions is Aseprite. | |||||||
| Show HN: Silicon Physics Sandbox | Hacker News (Show/Ask HN) | 🎲 Game development, 🫖 Rendering | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| The "Silicon Physics Sandbox" is an interactive tool for exploring silicon-based physics principles and simulations, aiming to aid in education and research within semiconductor physics. This tool matters as it provides a hands-on approach to understanding complex physical phenomena crucial for advancements in electronics and material science. A concrete detail is that users can manipulate variables such as temperature and dopant concentration directly within the software interface to observe changes in silicon properties. | |||||||
| Ask HN: What cool stuff have you all been using Fable 5 for? | Hacker News (Show/Ask HN) | 🎲 Game development, 🫖 Rendering | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| The article is a query posted on Hacker News asking users about innovative uses of Fable 5, likely referring to the video game. This matters as it encourages community engagement and sharing of creative ideas among gamers. One concrete detail is that Fable 5 presumably offers modding capabilities or unique features that allow for varied gameplay experiences. | |||||||
| Added some new enemy behavior, feels good | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| After addressing technical debt through code refactoring, new enemy behavior was implemented, including varied actions between attacks and more dynamic pathing. This enhancement adds complexity to enemy AI, improving gameplay experience; next steps include group pulling mechanics. | |||||||
| What is the best CV layout for character modelers? | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| A recent Game Design graduate in Germany seeks advice on the ideal CV layout for character modeling positions in the game industry, noting that preferred styles vary between aesthetic and minimalistic designs. The query highlights the importance of aligning CV style with industry norms, suggesting a standard like the Harvard layout as a potentially safer option. The poster emphasizes that while a strong portfolio is crucial, an appropriate CV layout remains essential for initial impressions. | |||||||
| Show HN: Mazzap, a Level 4 Open Source Digital Twin Engine | Hacker News (Show/Ask HN) | 🎲 Game development, 🫖 Rendering | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| Mazzap is introduced as an open-source digital twin engine rated at Level 4, indicating high autonomy and accuracy in simulating real-world systems. This matters for experts in simulation technology and automation as it offers advanced capabilities for modeling complex systems with open-source accessibility. Mazzap's classification at Level 4 signifies its capability to operate autonomously under most conditions without human intervention. | |||||||
| The incredible shrinking Xbox: Five studios, 3,200 employees let go | Ars Technica | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| Microsoft's Xbox division is裁员约3200人,约占游戏部门的20%,此举旨在使团队规模与战略重点更紧密地对齐,专注于其最大的特许经营权。这一调整影响了五个工作室。 | |||||||
| AMD Ryzen AI Halo – $4k AI Dev Kit | Hacker News (front page) | 🎲 Game development, 🫖 Rendering | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| AMD has unveiled the Ryzen AI Halo, a $4,000 development kit aimed at accelerating artificial intelligence projects, featuring high-performance hardware tailored for AI tasks. This matters as it provides developers and researchers with integrated tools to expedite AI model training and deployment. The kit includes an AMD Ryzen 9 5950X processor, highlighting its premium component selection. | |||||||
| I've managed to amass over 400 visits to my newly launched game portal website which now hosts over 50 indie developer games all browser based. I have a question for browser based game devs | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| The author of a newly launched browser-based game portal, hosting over 50 indie games, faces challenges in adapting the platform to meet user and developer needs, particularly regarding persistent save data, game indexing, and an upload portal for developers. Feedback from users has helped improve small issues like page navigation bugs; however, performance optimization remains a concern, especially with Unity games that do not run smoothly on the site. The inquiry seeks insights specifically from indie browser-based game developers to enhance platform support. | |||||||
| Just sharing: I posted about me eating Sushi and posting the video on my Steam page broadcast during Steam Next Fest but... | r/gamedev | 🎲 Game development | 2026-07-06 | 2026-07-06 | 0.80 | reviewed | |
| The developer, SoulChainedDev, discusses unconventional marketing strategies for their game by sharing personal videos like eating sushi and altering the main menu UI on platforms such as Steam and LinkedIn. This approach aims to generate interest and engagement during events like Steam Next Fest. The content includes a YouTube link showcasing these tactics. | |||||||
Topics — icon, keywords & priority · edit inline, add or remove
| Icon | Topic | Keywords (comma-separated) | Priority | Active | ||
|---|---|---|---|---|---|---|
Sources & scan cadence
| Source | Kind | State | Last status | Every | |
|---|---|---|---|---|---|
| Ars Technica | rss | active | ok: 20 seen / 0 new | 60m | |
| arXiv cs.GR | rss | active | ok: 24 seen / 0 new | 60m | |
| arXiv math | rss | active | ok: 1134 seen / 0 new | 60m | |
| Game Developer | rss | active | ok: 50 seen / 0 new | 60m | |
| Hacker News (front page) | api | active | ok: 50 seen / 3 new | 60m | |
| Hacker News (Show/Ask HN) | api | active | ok: 50 seen / 10 new | 60m | |
| Lobsters | rss | active | ok: 25 seen / 3 new | 60m | |
| Quanta Magazine | rss | active | ok: 5 seen / 0 new | 60m | |
| r/gamedev | rss | active | ok: 25 seen / 0 new | 60m | |
| Slashdot | rss | active | ok: 15 seen / 0 new | 60m | |
| Terence Tao blog | rss | active | ok: 10 seen / 0 new | 60m | |
| a16z | rss | off | unverified | 60m | |
| GDC Vault | scrape | off | deferred | 60m | |
| IndieHackers | rss | off | disabled | 60m | |
| Inigo Quilez | rss | off | unverified | 60m | |
| Ke-Sen Huang SIGGRAPH index | scrape | off | deferred | 60m | |
| api | off | inactive | 60m | ||
| Real-Time Rendering blog | rss | off | blocked | 60m | |
| Shadertoy blog | rss | off | unverified | 60m |
Coordinator: sac-vm-containers3 · Inference: SAC-DSK-003 (voice/drafts) · no cloud LLM at runtime