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Game Development
🎮 Game Development
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game dev, game engine, gamedev, indie game
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Mondrian's June Update is Here (and tiny)
🛠️
Indie Dev
Content type:
Blog
lantanagames.itch.io
·
2d
2 days ago
Actions for Mondrian's June Update is Here (and tiny)
Built a Battleship-inspired
game
prototype in ~1 hour (
Godot
4) — PvE working, PvP next
🎮
Game Design
rista-plays.itch.io
·
19h
19 hours ago
·
r/godot
Actions for Built a Battleship-inspired game prototype in ~1 hour (Godot 4) — PvE working, PvP next
I built a JSFL pipeline that converts Adobe Animate / Flash animations directly into
Godot
4 scenes
🕹️
Unity
Content type:
Code
github.com
·
1d
1 day ago
·
r/godot
Actions for I built a JSFL pipeline that converts Adobe Animate / Flash animations directly into Godot 4 scenes
Crown
Engine
0.63 Restores Its OpenGL Renderer For Legacy Hardware Support
🕹️
Unity
phoronix.com
·
6d
6 days ago
·
r/linux_gaming
Actions for Crown Engine 0.63 Restores Its OpenGL Renderer For Legacy Hardware Support
We just broke 4000 USD on our @ zine an...
🤓
Tech Culture
gamedev.lgbt
·
21h
21 hours ago
Actions for We just broke 4000 USD on our @ zine an...
Editor Workflow & Environment Tools news - Detis
Engine
🕹️
Unity
indiedb.com
·
2d
2 days ago
Actions for Editor Workflow & Environment Tools news - Detis Engine
Gears Of War: E-Day Is Bigger, Bloodier, And More Ambitious Than We Expected
🎮
Game Design
gamespot.com
·
15h
15 hours ago
Actions for Gears Of War: E-Day Is Bigger, Bloodier, And More Ambitious Than We Expected
Amiga
Game
Engine
🕹️
Unity
engine9000.com
·
5d
5 days ago
·
Hacker News
Actions for Amiga Game Engine
My
Godot
Project Had 100,000+ Files. Here’s How I Fixed Slow Export Times
✨
Shader Programming
Content type:
Video
youtube.com
·
1d
1 day ago
·
r/godot
Actions for My Godot Project Had 100,000+ Files. Here’s How I Fixed Slow Export Times
Looking to create a War like card
game
in
godot
. Any recommended tutorials?
🧩
Game Algorithms
Content type:
Video
youtube.com
·
1d
1 day ago
·
r/godot
Actions for Looking to create a War like card game in godot. Any recommended tutorials?
Arm delivers a step-change in mobile
gaming
with Neural Dawn, showcasing the first use of Arm Neural Technology and
Unreal
Engine
MegaLights on mobile
🧩
Game Algorithms
newsroom.arm.com
·
17h
17 hours ago
Actions for Arm delivers a step-change in mobile gaming with Neural Dawn, showcasing the first use of Arm Neural Technology and Unreal Engine MegaLights on mobile
ZQuest Classic
🕹️
Unity
flathub.org
·
3d
3 days ago
Actions for ZQuest Classic
Post #17: What's next?
🕹️
Unity
compiledfrog.com
·
1d
1 day ago
Actions for Post #17: What's next?
Logic flow behind Retro baseball season sim
🎮
Game Design
creative-engineos.itch.io
·
4d
4 days ago
·
r/godot
Actions for Logic flow behind Retro baseball season sim
Deploying Speech-Driven 3D Facial Animation in
Unreal
Engine
for Production-Ready Digital Humans
🕹️
Unity
Content type:
Academic
arxiv.org
·
1d
1 day ago
Actions for Deploying Speech-Driven 3D Facial Animation in Unreal Engine for Production-Ready Digital Humans
Solutions for All Seasons
🎮
Game Design
animationmagazine.net
·
2d
2 days ago
Actions for Solutions for All Seasons
Halo: Campaign Evolved will be fully playable in 3rd person
🕹️
Unity
kitguru.net
·
15h
15 hours ago
Actions for Halo: Campaign Evolved will be fully playable in 3rd person
Godot
launches GABE companion app, enabling direct Android and XR build exports on device
🛠️
Indie Dev
alternativeto.net
·
6d
6 days ago
Actions for Godot launches GABE companion app, enabling direct Android and XR build exports on device
Made a small
game
to get my friend into
game
dev
... it worked, and now we’re building together
🛠️
Indie Dev
duvic-studio.itch.io
·
1d
1 day ago
·
r/gamedev
Actions for Made a small game to get my friend into game dev... it worked, and now we’re building together
"Five to six years is pretty normal for the
development
of a
game
... we did it in about three" Eiichiro Sasaki and Hiroyuki Kobayashi speak on how Stupid Never Dies was able to be developed relatively quickly
🎮
Game Design
rpgsite.net
·
17h
17 hours ago
Actions for "Five to six years is pretty normal for the development of a game... we did it in about three" Eiichiro Sasaki and Hiroyuki Kobayashi speak on how Stupid Never Dies was able to be developed relatively quickly
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