Unreal Engine 5.7 is here, bringing you the tools you need to build expansive, lifelike worlds filled with rich, beautiful details, and cleanly render them in real time at high fidelity on ...
Generation Alpha is the largest generation ever. Totaling two billion children, it encompasses anybody currently aged 0–15 years old—those born between 2010 and 2025. This is the first fully digitally ...
There are few things that can keep a certain kind of mechanically-inclined mind entranced as well as a marble run, and few structures that look as interestingly organic as procedurally-generated ...
The authors do not work for, consult, own shares in or receive funding from any company or organization that would benefit from this article, and have disclosed no relevant affiliations beyond their ...
Starting with the easiest, but most unlikely solution is simply downloading Roblox from the Google Play Store. It’s a hit-or-miss (but mostly a miss) option because nine times out of 10 the Google ...
TL;DR: Unreal Engine 5.7 Preview introduces a production-ready Procedural Content Generation Framework with nearly double the performance of UE5.5, enhanced GPU overrides, multiplatform support, and a ...
Kids and preteens may reinvigorate the theatrical movie business, at least according to a new study by entertainment researchers NRG. The report found that Gen Alpha, which consists of children born ...
Anyone who is interested in realistic real-time graphics, be it in games or animation, will know that dense vegetation can be very costly on GPU resources. They either eat up lots of VRAM or shader ...
Procedural generation is a big part of game design these days. Usually you generate your map, and [Fractal Philosophy] has decided to go one step further: using a procedurally-generated world from an ...
On Saturday, more than 16 million people were planting seeds and collecting exotic pets within Grow a Garden at the same time. Many were not yet teenagers. By Kieran Press-Reynolds Anyone older than ...
Many games use procedural generation to create a game world algorithmically, starting with Elite way back in 1984. But this isn’t the only way that this kind of dynamic content can be used in games.
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