Article

Beatbuddy, an Indie Game, Expands with New Technologies

Introduction

作者: 最后更新时间: 2018/05/29 - 09:28
视频

Using Intel® RealSense™ to Create "The Space Between"

A quick look from GDC 2015 at how and why Chronosapien developed The Space Between using Intel® RealSense™ technology.

作者: Gerald M. (Intel) 最后更新时间: 2019/03/05 - 15:48
Article

节奏小子,一款随新技术发展的独立制作游戏

简介

独立游戏开发公司如何与时俱进,不断拓展市场? 让我们了解一家多次获奖的独立游戏公司 Threaks —— 开发了《节奏小子 (BeatBuddy)》。 我们采访了该公司的联合首席执行官 Wolf Lang,以 了解他们如何驰骋游戏开发市场。

 从学生到负责独立项目

作者: 最后更新时间: 2018/05/30 - 07:40
Article

Beatbuddy, un juego independiente, se expande con nuevas tecnologías

Introducción

作者: 最后更新时间: 2018/05/30 - 07:40
博客

SHEPHERD: Just when I thought I was out... they pull me back in

Don't get me wrong, I was a quite willing participant with all of this. 

作者: 最后更新时间: 2018/07/10 - 08:08
Article

Working in VR to Create VR Content

In this article, Author discuss some of the challenges involved in creating content for VR from a developer’s perspective and look at some ways that our team is changing the process we use so that we can create content more efficiently, more effectively, and more collaboratively.
作者: Justin L. (Blackbelt) 最后更新时间: 2018/09/11 - 09:03
Article

Vitruvian Game Wingsuit—VR Automation

Through virtual reality and an electronically controlled mechanism, the wingsuit flight simulator calls to mind the Vitruvian Man of Leonardo da Vinci. The user controls the flight with a joystick and wears a backpack that wirelessly (thanks to the battery) creates virtual reality. You can fly anywhere for a unique experience. The engines, in full security, allow the person to move like a...
作者: 管理 最后更新时间: 2018/09/11 - 09:00
Article

Intel® Software Innovators at GDC 2018

Manic parrot shootouts, Terminator-style storylines, and “how to be a Viking” tutorials were among demos by Intel® Software Innovator at GDC 2018 in t

作者: Wendy B. (Intel) 最后更新时间: 2019/02/04 - 10:28
Article

Optimization for Unity* Software and Virtual Reality: Run-Time Generated Content

The project presented here takes advantage of some inherent VR design choices, such as non-continuous locomotion (teleport or similar), even though most of this can be adapted for regular smooth locomotion as well, with a few variations.This article show you the techniques that can help you create massive games with many elements. Imagine lush forests and extensive maps, all randomly generated...
作者: Castedo, Alejandro 最后更新时间: 2019/05/21 - 13:40