D;

7.4K posts

D; banner
D;

D;

@whileifthen

.stillTryingToMakeAGame();

Montreuil Se unió Nisan 2010
596 Siguiendo307 Seguidores
D; retuiteado
Unity for Games
Unity for Games@unitygames·
UI Toolkit in Unity 6.2 now supports World Space Render Mode so interfaces can live directly in 3D scenes. In this quick tip video, the setup process is demonstrated from start to finish in under 60 seconds, showing how to place UI elements directly in the scene instead of as screen‑space overlays.
English
6
19
211
16.2K
D; retuiteado
Révolution Permanente
Révolution Permanente@RevPermanente·
🇵🇸 STRASBOURG | 150 personnes mobilisées sous la pluie en soutien à la Palestine, pour dénoncer les bombardements des États-Unis en Iran et l’invasion du Liban par Israël.
Français
6
51
130
3K
D; retuiteado
Video Game Art Archive
Video Game Art Archive@gameartarchive·
GBA Cover 'Super Mario World 2: Yoshi's Island' Game Boy Advance
Video Game Art Archive tweet media
English
1
175
1.2K
15.6K
D; retuiteado
George Crudo
George Crudo@GeorgeCrudo·
Today feels like an extra appropriate day to reshare these fun little sculpts I did of the Star Fox team based on the amazing 2D art by @mrjakeparker
George Crudo tweet mediaGeorge Crudo tweet media
English
4
126
1.2K
17.2K
D; retuiteado
The Super Mario Galaxy Movie
The Super Mario Galaxy Movie@supermariomovie·
Let's rock and roll! Fox McCloud joins The Super Mario Galaxy Movie, only in theaters April 1. Get tickets now.
The Super Mario Galaxy Movie tweet media
English
9.5K
39.6K
254K
35M
D; retuiteado
Analogue
Analogue@analogue·
Castlevania Legacy of Darkness (Konami - 1999 - N64)
Polski
11
80
739
110.1K
D; retuiteado
Analogue
Analogue@analogue·
Bomberman 64 (Hudson Soft - 1997 - N64)
Norsk
15
81
595
81.3K
D; retuiteado
RohanKar
RohanKar@RohanKarMooN·
gofile.io/d/uDbMuD Bomberman 64: Recompiled (1997) N64 Classic fully recompiled for PC with widescreen support, high frame rate support and many more Deck Verified Extract and Enjoy 😄😄😄 [if link is expired, check my pinned tweet] --CREDITS-- RevoSucks (Author) Wiseguy (for N64 Recomp) Dario (GBI troubleshooting) Tigger (MacOS support fixes) klorfmorf (Hudson process implementation in recomp) worleydl (various fixes and troubleshooting) Sonic Dreamcaster (various fixes and troubleshooting) Bomberhackers discord (for BM64 hacking details)
RohanKar tweet media
English
85
703
4.3K
165.9K
D; retuiteado
Catsuka
Catsuka@catsuka·
[France/Germany only] "Saules aveugles, femme endormie" for free on Youtube (Arte). A french animated feature film by Pierre Foldes, based on short stories by Haruki Murakami. >> youtube.com/watch?v=HxPc76…
YouTube video
YouTube
Catsuka@catsuka

Japanese poster & trailer of "Blind Willow, Sleeping Woman" (Saules aveugles, femme endormie) french animated movie by Pierre Foldes, based on short stories by Haruki Murakami. In Japanese theaters on July 26. youtube.com/watch?v=HCMiBc…

English
2
124
913
50.6K
D; retuiteado
Abakcus
Abakcus@abakcus·
1/3 + 1/9 + 1/27 + ··· = 1/2. The proof is in the picture. No words needed.
Abakcus tweet media
English
30
242
1.6K
84.7K
D; retuiteado
Nostalgia Daily
Nostalgia Daily@nostalgia_·
The future was much cooler in the past
English
41
1.6K
9.5K
162.4K
D; retuiteado
Ray
Ray@raysan5·
Announcing rlsw, the new raylib software renderer backend. No GPU required. The Future is Now. #raylib
English
38
117
2.1K
88.9K
D; retuiteado
pikuma.com
pikuma.com@pikuma·
Descent II is now 30 years old. Its 3D engine was one of the first to allow true 6-degrees-of-freedom movement in a fully textured polygon environment. The game was developed by Parallax Software as a sequel to the original Descent. What made Descent II impressive at the time was how smooth its 3D gameplay felt on mid-90s PCs (486s and early Pentiums). The programming required a mix of clever engine design, heavy optimization, and some unusual rendering techniques for the era. One of its most important design decisions was going with a "portal-based" rendering. Rather than rendering one giant 3D map, the engine used a segmented cube structure. The game world was built from connected convex segments (basically cubes or prisms), and each segment connected to others through portals (doorways). The engine only rendered segments visible through portals, instead of the entire level. That meant a huge reduction in geometry to draw each frame. If you want to learn how to code a software-based 3D engine with 90s games in mind, don't forget to check out our lectures on 3D Graphics Programming: pikuma.com/courses/learn-…
GIF
English
12
15
194
6.5K
D; retuiteado
SUDDENDESU
SUDDENDESU@suddendesu·
It's a been a long time coming... MEGADEV, a development kit for the Sega Mega CD, version 1.0 is released! ──────────────────── 🔗github.com/drojaazu/megad… ────────────────────
SUDDENDESU tweet media
English
24
340
1.2K
45.9K
D; retuiteado
Alberto J. González
Alberto J. González@alberto_mcalby·
Apart from Astérix, the other license I enjoyed composing music for was Turok, and I did it 4 times. This IP was very liberating; most of the time I had to compose music for games with happy characters, but with Turok I could do just whatever I wanted! soundcloud.com/joemcalby/turo…
Alberto J. González tweet media
English
2
19
102
2.9K
D; retuiteado
Nordic Game Jam
Nordic Game Jam@NordicGameJam·
💻️ Programming Patterns for Game Jammers 💻️ The only real answer to the question "how do I structure my code" is "it depends". But how about a useful one?
Nordic Game Jam tweet media
English
1
1
2
72
D; retuiteado
忘れられない動画
忘れられない動画@tanatana5252·
スライムが日本の街を動き回るゲーム、面白そう。スライムが乾かないように水分補給しながらミッションをクリアしていくらしい。
日本語
368
5.9K
84.9K
7.9M
D;
D;@whileifthen·
@unitygames Wait Mono was still here all this years 🤔?
English
0
0
0
347
Unity for Games
Unity for Games@unitygames·
Get ready for a Unity 6.8 alpha coming later this year, as we prepare for the entire ecosystem to take full advantage of CoreCLR for faster iteration times and reduced wait times for incremental changes.
English
16
56
382
60.1K