#gamedev
6 discoveries · Hand-picked discoveries from the open web, newest first.
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Rider 2026.3 for Game Development: Lua and Verse Plugins, Better C++ Debugging, and Closer Godot Integration
Rider 2026.3 brings improvements to the workflows you rely on to write, run, and debug games. This release connects Rider more closely with the Godot Editor, improves debugging for Unreal Engine and custom C++ engines, adds support for Unity CoreCLR Players, and introduces new Lua and Verse plugins in Beta. Here’s what’s new for game […]
The JetBrains Blog · EN
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Rider 2026.3: .NET 11 Support and JetBrains Air
Rider 2026.3 ships alongside the release of .NET 11 with complete support on day one! See the extensive list of all updates for AI, .NET, and game development on our What’s New in Rider 2026.3 page. JetBrains Air JetBrains Air brings a complete agentic development experience for directing and orchestrating agents and verifying their work […]
The JetBrains Blog · EN
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Debug Unity Builds From Rider With the TeamCity CLI and MCP
At GameDev Day 2026, TeamCity solutions engineer Artem Rokhin demonstrated how to investigate a CI issue from Rider using the TeamCity CLI and MCP integration. For the demo, he used a Unity game that worked locally but was missing its background on staging. Though the build had passed, Artem used the CLI to inspect the […]
The JetBrains Blog · EN
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Межсетевой экран не спасает от фишинга: делаю tower defense про защиту сети
Представьте обычный tower defense: противники идут по дорожкам, вы ставите вдоль них защиту. Только дорожки здесь соединяют роутер, рабочие ноутбуки, серверы и базы данных. А противник может прийти письмом, пролезть через поставщика ПО или просто позвонить директору. Куда в последнем случае ставить башню? Я один делаю игру про это. Хочется, чтобы человек без IT-опыта после неё понимал, зачем нужны двухфакторная аутентификация, резервные копии и SIEM. И почему «у нас стоит антивирус» - это ещё не ответ на вопрос «мы защищены?». Расскажу, как я переносил кибератаки на карту, где игровые условнос
Habr · RU
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Making My Game's Textures Can't Be That Hard, Right? Right??
A Stubborn Programmer's Overcomplicated Art Pipeline
Tinkering Just to Feel Something · EN
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Flutter ile 15 Telefonda 60 FPS Şişe Çevirmece: Neden Koordinat Yayını Yerine Deterministik Sönümleme Kullandık?
İlk yazımızda ev partilerinde tek telefona toplanma çilesini bitirmek için geliştirdiğimiz Wobbly Bottle 'ın hikayesini anlatmıştık. Dev.to topluluğundan sunucu otoritesi ve yeniden bağlanma (reconnection) modeli hakkında gelen teknik sorular üzerine bu ikinci bölümü hazırladık. 1. İlk Hata: Her Karede Koordinat Akıtmak İlk prototipimizde basit düşündük: Şişeyi çeviren host telefon her animasyon karesinde ( onTick ) şişenin güncel açısını WebSocket ile odadaki diğer 14 telefona göndersin. Sonuçlar tam bir kabustu: Bant Genişliği Patlaması: Saniyede 60 mesaj × 14 cihaz mobil veri kotasını ve su
DEV Türkçe · EN