Page:13 - News Archived: 3437

Title Date
D3D 12 - Is there a reference device - Link Wed, 07 Oct 2015 15:17:38

I cant seem to locate any information about this but in the past Direct3D has had a reference device used to help find bugs in drivers and such. In D3D 12 however I can get the WARP adapter with no problem but I cant seem to find any info about a reference device. In D3D 11 there was a reference device and a WARP device so I assumed this would still be the case. Is this still the case or am I just missing something

PhysX - translating the entire scene - Link Wed, 07 Oct 2015 13:27:11

First off for a while I was fairly sure this is a precision issue but at this point I think it might just be my poor use of the API to which Im very new. In short I have an unbounded scene for which I keep a fairly local set of collision data which needs to be updated as the player moves through the world. I run my updates regularly every N units which for testing purposes is something small eg 512. Now collision is working just fine but every time the player crosses the update boundary theres a chance that the character controller CCT will clip through geometry. In case this is confusing heres an example I keep a 5x5 node section of the world in memory which is always relative to the upper left corner of the current player frustum. As the player moves say verticallythrough the world and crosses a node boundary the 5 bottom nodes go out of scope while 5 new ones need to be loaded at the top. Also geometry in the rest of the nodes needs to be transformed to a new coordinate system. So relatively everything stays the same but as the CCT crosses a node boundary all geometry along with the player will need to be transformed back towards the origin by the size of one node. A few things worthwhile of a mention - I have decoupled my players position from the usual single precision coordinate vector and keep a PxExtendedVec3 duplicate that functions as the only readwrite proxy for PhysX. I downcast this vector to single precision for my drawing code but never the other way around - I currently only have box geometry which is always unit-aligned eg my world correlates 1 unit to 1 pixel and all geometry is pixel-aligned but is stored as single precision - Im using PxRigidDynamicsetGlobalPose to update my geometry and PxControllersetPosition to transform the CCT at update boundaries. The former is single precision while the latter is double precision. This might be the root of my problems although I doubt it since all geometry that is single precision is unit-aligned and the more volatile position of the player is stored as double precision. - I havent looked into PhysXs collision code but one thing I did notice while testing is some nudging that happens when the CCT keeps walking into a wall even when touching a wall head on it moves forward by 0.1 units 8 times and then bounces back by -0.8 units. It does this over and over again which initially introduced jitter into my drawing code. I ended up snapping the player to the closest full unit after every CCT update. Initially I assumed this had to do with the minDist argument to PxControllermove but apparently it doesnt. Still once again this small intrusion might well be the root of the problem when suddenly the entire scene gets transformed. Clipping happens 10 of the time but thats more than enough to clip the player as they wallhug across an update boundary a few times. Now Ive read up on setGlobalPose and the caveats it imposes but nowhere does it imply that it would be unsafe to transform an entire static scene like this. Ive also tried moving the CCT back by a short distance at update crossings and frankly according to my debug output the CCT isnt even close enough to the geometry to be subject to precision issues. But it still keeps clipping into it. So either Im missing something or PhysX doesnt quite like what Im doing. Id post some code but frankly its a bit messy so Id rather post snippets as needed. Has anyone had experience with something like this or can suggest what I might be missing

soccer manager game - Link Wed, 07 Oct 2015 11:50:37

I want to make game like And dont know from where I can start Thanks in advance

is monogame good for developing game - Link Wed, 07 Oct 2015 11:45:09

Ive heard that monogame is much simpler than using dx and c and meanwhile it is fast enough. Is it true Can games like Limbo be developed using monogame Or it is actually much slower than using c thanks in advance

About dynamic vertex pulling - Link Wed, 07 Oct 2015 10:54:01

Hi everyone I look forward to implement the technique described in this Article which looks fine by itself but I got some questions about the implementation details. First of all the general idea seems to be that you have one big Vertex- and one big Indexbuffer to work with. You then put every mesh you want to be rendered in there and store the offsets and index-counts in an other datastructure which goes together with the instance-data into another buffer. Then all you need to do is to issue a call to something like DrawInstanced with the maximum amount of indices a mesh in the buffer has and walk the instance-data buffer to get the actual vertexdata from the buffers. If the mesh uses less indices as we told the Draw-Call it says one should just use degenerate triangles and keep an eye on the vertexcounts. Now the article gives us a scenario about rendering a forest with different types of trees and LOD-levels. 1 Why even bother with LODs when we draw everything with the same vertexindex-count anyways Idea Use multiple instance-buffers with different ranges of vertexindex-counts and use more DrawCalls instead of wasting time on drawing overhead vertices on simple LOD-levels. Next problem is about the updating of the instance-buffer. Since of course we want some frustum-culling or moving objects if we are drawing a huge forest we would need to do that every frame. The Article suggests that one should keep a CPU-copy of the data in the buffer and if something changes just copy everything over again. 2 Wouldnt that take a huge impact on performance if we have to copy thousands of matrices to the GPU every frame Also Im pretty sure you would hit a GPU-sync point when doing this the naive way. Idea I havent looked to deep into them yet but couldnt you update a single portion of the buffer by using a compute-shader or just do the full frustum-culling on the GPU If not there are those Map-Modes other than WRITE_DISCARD worth a shot where the data stays to update only single objects Or do I just throw this into an other thread use doublebuffering to help with sync-points and forget about it The last question is regarding textures. I assume that in the article the textures are all of the same size which makes it easy to put them all into a TextureArray as the Author is doing at least. 3 But I dont know much about the textures I have to work with other than that they are all sized by a power of two. Im using D3D11 at the moment so TextureArrays is as far as I would get. Next problem is that my textures can be dynamically streamed in and out. Idea Make texture-arrays of different sizes and assume how many slots we would need for the given size. For example pre-allocate a TextureArray with 100 Slots of the size 1024 and if we ever break that boundry or a texture gets cached out allocate moreless and copy the old one over. Slow but would work. Then use the shaders registers for the different arrays to get access to them. The other thing I could do is to allow this kind of rendering technique only for static level-geometry and to try to keep the textures for them in memory the whole time. Does anyone maybe have better solutionsideas to the problems than me or can give me some other useful input about this technique Thanks in advance

Question about C if statements for Simple Game - Link Wed, 07 Oct 2015 10:44:22

Hey guys so Ive done all my programming in C up to this point and the syntax and logic surround IF ELSE statements seems to be a bit different. Im learning the rules around C now and I cant seem to figure out why my little 20 line pick a number game isnt working. Maybe someone can clue me in Heres the code. Console.WriteLineLets play a game Im looking for a number 1-10 int rightNumber -100 int points 100 while rightNumber lt 3 rightNumber gt 3 rightNumber int.ParseConsole.ReadLine if rightNumber gt 3 Console.WriteLineToo high points points - 1 else if rightNumber lt 3 Console.WriteLineToo Low points points - 1 else Console.WriteLineYou go it Console.ReadLine Console.WriteLineYour points equal points So basically its a loop that continues to loop until you select the correct number. If you get the wrong number you are notified and then a point is subtracted from your score. I want each section of my IF ELSE statement to do two things 1. Notify the player that they were too highlowcorrect and 2 if they were too low or two high a point is added to their score. In C IF a statement was true you could have it generate multiple effects. For some reason Im having a hard time making that happen in C. Can anyone clue me in

Drawing graphics in C wout APIs - Link Wed, 07 Oct 2015 01:04:46

What is the lowest possible level of C bottom up I can use to draw graphics on a custom non-console screen window Is OpenGL the minimum requirement for drawing graphics or was openGL itself written in C and therefore you could essentially write your own openGL-like API Can you communicate directly with drivers and graphics card using C I guess my questions bottom line is this How does C communicate with the graphics drivers and hardware I know Im probably never gonna need to do this I can just use SFML or whatnot but I just like to know out of curiosity. Thanks in advance.

Java or click team - Link Wed, 07 Oct 2015 00:40:27

Hello all I have been programming Java video games with applets but more recently I bought a game engine name d click team fusion 2.5. My dad says I should stay with Java but idk Help asap what should I use

glfw - Toggle Fullscreen to Windowed to Fullscreen - Link Tue, 06 Oct 2015 22:11:02

Does anyone know how to toggle fullscreen to windowed in GLFW I understand that the context is lost during the transition as you have to use glfwCreateWindow however I have passed the original context as a parameter to that method which I was under the impression shared the context resources I then destroy the old window and mark the new context as current With GLFW we have to create a new window and destroy the old after making sure we enable the new context GLFWwindow tempWindowPtr glfwCreateWindow this-gtrenderWindow_Width this-gtrenderWindow_Height this-gtrenderWindow_Title.c_str this-gtrenderWindow_Fullscreen this-gtrenderWindow_DisplayMonitor NULL this-gtrenderWindow_hWnd iftempWindowPtr GLogManagerGetSingleton.WriteLineError setting new display settings. GLogManagerError this-gtshouldApplyNewSettings false return GR_FAILURE glfwDestroyWindowthis-gtrenderWindow_hWnd destroy the old window this-gtrenderWindow_hWnd tempWindowPtr swap the pointers glfwMakeContextCurrentthis-gtrenderWindow_hWnd I then proceed to recreate my callbacks as I understand the glfw state as well as the OpenGL state is lost but as I understood it the resources ie textures shaders etc wont need to be recreated However it seems that I just get a black screen when running the above. Running the output through gDebugger i get Debug String Detected error The debugged process asked for an extension function pointer glActiveTexture from one render context but called this function pointer in another render context context 2 which suggests the context sharing isnt what I thought it was....... anyone able to point me in the right direction here thanks Jamoflaw

Scrolling The leap from Slordax to Commander Keen - Link Tue, 06 Oct 2015 21:23:04

One of my all-time favourite books is Masters of Doom. Ive been reading it since Doom3 was released but upon reading it again Im confused on something in the chapter Dangerous Dave.... The team was busy working away on the vertical shoot-em-up Slordax and it clearly shows smooth vertical scrolling for the background. However when John Romero discovers the Super Mario Bros 3 Demo one morning hes blown away by smooth horizontal scrolling. What puzzles me is why would he be so shocked when John Carmack had already achieved scrolling in Slordax Is there a difference in difficulty in programming a vertical-scrolling background and that of a game such as Super Mario Bros Surely scrolling is scrolling whether vertical or horizontal

Metal - not understanding thread dispatch - Link Tue, 06 Oct 2015 19:55:40

Hello the workings of dispatchThreadGroups is not clicking for me. I have a tasks that Id like to add two arrays each of size 8 together. If I set 4 threads for 2 thread groups only half of my array is executed. The same if set 8 threads for 1 thread group. I dont understand why I need 2 thread groups of 8 threads each to get all results written. That should result in a segment fault no

Volume rendering uing 3D texture as intermediate storage - Link Tue, 06 Oct 2015 19:35:12

Hi all Ive read a couple of presentations on volume rendering. Frostbite volume rendering AC4 volume fog They are using 3D texture as intermediate storage that is later used for ray marching so that you can raymarch once for multiple volume entities. However you need to voxelize the volume entities into this intermediate 3D storage ... can anyone explain how to achieve this i think since the target rt is 3D texture we need to render the volume entities into each depth slice of 3D texture with adjusted nearfar plane ... but not sure. thanks in advance.

Expression templates for arguments of different types - Link Tue, 06 Oct 2015 19:02:22

I am implementing expression templates for Vector3ltgt template class in C. Actually I have it working very well but only when arguments of the same type are involved. Lets say Vector3ltdoublegt and Vector3ltdoublegt or double scalar and Vector3ltdoublegt etc. In the case of for example multiplying Vector3ltdoublegt and Vector3ltfloatgt compiler prompts error as it these are two different objects and it is unable to perform float to double conversion by itself. To solve this issue I had two ideas 1. Define all necessary classes and operators in terms of possible interactions float and double float and int etc. Which is very very wrong approach 2. Create templates using auto and decltype I managed to achieve somewhat a success. I can create a Vector3ltanything1gt and perform operations on it with other Vector3ltanything2gt. So it is a clean and nice solution as it does not require to define all possible conversions. However when I try to perform an operation between any scalar and Vector3ltanythinggt I get errors. Different operators in the code below it would be Vector3ltDATA_TYPE_LgtVector3ltDATA_TYPE_Rgt and scalar DATA_TYPE_LVector3ltDATA_TYPE_Rgt interfere. Separately both operators work fine. However when both are present compiler always chooses scalarVector3ltgt operator and of course fails to deduce arguments when Vector3ltgtVector3 operator should be used. I managed to solve this situation only by providing additional class ScalarltDATA_TYPEgt which embraces the scalar value. However then I have to call some function creating Scalar class explicitly out of lets say double. This is something I would like to avoid. So I thought of two solutions 1. Make the operator create Scalar class transparently out of float or double etc. so no explicit usage of function creating Scalar would be needed 2. Redesign the code so operators wouldnt interfere However I did not manage to achieve any of those. Any help would be very appreciated. The Code below works fine in VS2015. Remove comments to get mentioned error. typedef int SIZE_INT template ltclass DATA_TYPE class Expressiongt class Vector3Expression public auto operator91SIZE_INT i const return static_castltExpression const gtthis91i operator Expression return static_castlt Expressiongtthis operator Expression const const return static_castltconst Expressiongtthis template ltclass DATA_TYPEgt class Vector3 public Vector3ExpressionltDATA_TYPE Vector3ltDATA_TYPEgt gt public DATA_TYPE Data913 Vector3 Vector3const Vector3 that Data910 that.Data910 Data911 that.Data911 Data912 that.Data912 Vector3Vector3 that stdmovethat.Data 3 Data template ltclass OTHER_DATA_TYPE class Expressiongt Vector3Vector3ExpressionltOTHER_DATA_TYPE Expressiongt const VE Expression const ve VE Data910 ve910 Data911 ve911 Data912 ve912 access operators DATA_TYPE operator91SIZE_INT i return Data91i DATA_TYPE operator91SIZE_INT i const return Data91i DATA_TYPE operatorSIZE_INT i return Data91i DATA_TYPE operatorSIZE_INT i const return Data91i operators Vector3ltDATA_TYPEgt operatorVector3ltDATA_TYPEgt that if that this stdswapData910 that.Data910 stdswapData911 that.Data911 stdswapData912 that.Data912 return this Vector3ltDATA_TYPEgt operatorconst Vector3ltDATA_TYPEgt that if that this Data910 that.Data910 Data911 that.Data911 Data912 that.Data912 return this SIZE_INT Length const return SIZE_INT3 template ltclass DATA_TYPE_LHS class DATA_TYPE_RHS class Lhs class Operator class Rhsgt class Vector3Vector3Operation public Vector3ExpressionltdecltypeOperatorApplyDATA_TYPE_LHS DATA_TYPE_RHS Vector3Vector3OperationltDATA_TYPE_LHS DATA_TYPE_RHS Lhs Operator Rhsgt gt private Lhs const vL Rhs const vR public Vector3Vector3OperationVector3ExpressionltDATA_TYPE_LHS Lhsgt const lhs Vector3ExpressionltDATA_TYPE_RHS Rhsgt const rhs vLlhs vRrhs auto operator91SIZE_INT i const return OperatorApplyvL91i vR91i template ltclass DATA_TYPE_LHS class DATA_TYPE_RHS class Operator class Vecgt class ScalarVector3Operation public Vector3ExpressionltdecltypeOperatorApplyDATA_TYPE_LHS DATA_TYPE_RHS ScalarVector3OperationltDATA_TYPE_LHS DATA_TYPE_RHS Operator Vecgt gt private const DATA_TYPE_LHS S Vec const V public ScalarVector3Operationconst DATA_TYPE_LHS s Vector3ExpressionltDATA_TYPE_RHS Vecgt const v Vv Ss auto operator91SIZE_INT i const return OperatorApplyS V91i namespace meta templateltclass DATA_TYPEL class DATA_TYPER DATA_TYPELgt struct Multiply inline static auto ApplyDATA_TYPEL a DATA_TYPER b-gtdecltypeab return ab template ltclass DATA_TYPEL class DATA_TYPER class LExpression class RExpressiongt Vector3Vector3OperationltDATA_TYPEL DATA_TYPER LExpression metaMultiplyltDATA_TYPEL DATA_TYPERgt RExpressiongt const operatorVector3ExpressionltDATA_TYPEL LExpressiongt const u Vector3ExpressionltDATA_TYPER RExpressiongt const v return Vector3Vector3OperationltDATA_TYPEL DATA_TYPER LExpression metaMultiplyltDATA_TYPEL DATA_TYPERgt RExpressiongtu v operator causing trouble template ltclass DATA_TYPE_LHS class DATA_TYPE_RHS class RExpressiongt ScalarVector3OperationltDATA_TYPE_LHS DATA_TYPE_RHS metaMultiplyltDATA_TYPE_LHS DATA_TYPE_RHSgt RExpressiongt const operatorconst DATA_TYPE_LHS s Vector3ExpressionltDATA_TYPE_RHS RExpressiongt const v return ScalarVector3OperationltDATA_TYPE_LHS DATA_TYPE_RHS metaMultiplyltDATA_TYPE_LHS DATA_TYPE_RHSgt RExpressiongts.value v int main Vector3ltdoublegt d x u Vector3ltfloatgt f double s 0.25 d910 1 d911 2 d912 3 x d f910 3 f911 2 f912 1 u df stdcout ltlt u910 ltlt ltlt u911 ltlt ltlt u912 ltlt stdendl u dx stdcout ltlt u910 ltlt ltlt u911 ltlt ltlt u912 ltlt stdendl u sdx does not work stdcout ltlt u910 ltlt ltlt u911 ltlt ltlt u912 ltlt stdendl getchar return 0

Using a physics engine on the server - Link Tue, 06 Oct 2015 17:13:41

Hello. Let me start with a few details about the game Im developing. real time Client - Server Server is the authority Game is 3D but played on the XZ plane topdown view. The client captures a state of the keyboard every frame input and every 33 ms sends a collection of those states to the server. The server receives those inputs and applies them. So far what I had was this on the server forstdsize_t i 0 i lt _entities.size i auto entity _entities91i auto client _clients91i forauto inputState newInputs91client-gtid for each input of the client update its position and looking direction forauto input inputState.inputs if input.movingForward entity.x input.dir.x cfg.playerSpeed dt entity.y input.dir.y cfg.playerSpeed dt entity.dir input.dir _lastInputIds91client-gtid As you can see the client does not have the authority on his position or speed - only his direction. But now I want to use bullet for physics because I will need collision detection. I have changed the above code to forstdsize_t i 0 i lt _entities.size i auto entity _entities91i auto client _clients91i auto inputs newInputs91client-gtid if inputs.empty entity.rigidBody-gtsetLinearVelocitybtVector30.0f 0.0f 0.0f forauto inputState newInputs91client-gtid forauto input inputState.inputs if input.movingForward auto velX input.dir.x cfg.playerSpeed auto velZ input.dir.y cfg.playerSpeed entity.rigidBody-gtsetLinearVelocitybtVector3velX 0.0f velZ else entity.rigidBody-gtsetLinearVelocitybtVector30.0f 0.0f 0.0f entity.dir input.dir _lastInputIds91client-gtid ... _world-gtstepSimulationdt this is the bullet world Now I set the linear velocity of the entitys rigid body and after a while I call _world-gtstepSimulation. But this is not good because the client sends multiple inputs packed together. By doing this I am ignoring all of this inputs except the last one.. If I try to update the world inside the loop I will be updating physics for all other rigid bodies in the world which I do not want. What I want is to somehow update the same rigid body multiple times but not update any other rigid bodies. Is this the way it is normally done Does anyone know a way to do this in bullet Thanks a lot. Edit I can of course move the bodies manually using btRigidBodytranslate. But is this a good solution

New to Andriod development - two questions - Link Tue, 06 Oct 2015 16:12:31

Started playing with Android Studio 1.4 last week end. The Java implementation looks pretty straight forward. My real goal is native CC development to see if I can get my game engine to run on it. Its mostly to see if I can do it. From what I can tell theres two ways to write native CC for Android. 1 Write a function in CC and link it to a Java native function call. 2 Avoid Java all together and use the NDKs Native Activity to implement purely in native code. Would this be correct Also does NDKs compiler support C 11 features Thanks.

Gaming News Headlines - Yahoo News - Link Fri, 09 Oct 2015 12:15:00

ltpgtlta 30 height86 altFree Xbox 360 Online Multiplayer This Weekend alignleft titleFree Xbox 360 Online Multiplayer This Weekend border0 gtltagtXbox Live Gold membership requirement dropped for the next few days.ltpgtltbr clearallgt

Free Xbox 360 Online Multiplayer This Weekend - Link Fri, 09 Oct 2015 10:13:00

ltpgtlta 30 height86 altStar Wars Battlefront Beta Is 900p on PS4 720p on Xbox One alignleft titleStar Wars Battlefront Beta Is 900p on PS4 720p on Xbox One border0 gtltagtNew technical breakdown compares the gameamp039s performance on PlayStation 4 and Xbox One.ltpgtltbr clearallgt

Star Wars Battlefront Beta Is 900p on PS4 720p on Xbox One - Link Fri, 09 Oct 2015 08:12:00

ltpgtlta 30 height86 altXbox One Exec Admits PS4 Has ampquotHuge Leadampquot Not Sure If Microsoft Can Catch Up alignleft titleXbox One Exec Admits PS4 Has ampquotHuge Leadampquot Not Sure If Microsoft Can Catch Up border0 gtltagtPhil Spencer says Microsoft ampquotfundamentally lost... the trust of our most loyal customers.ampquotltpgtltbr clearallgt

Xbox One Exec Admits PS4 Has Huge Lead Not Sure If Microsoft Can Catch - Link Fri, 09 Oct 2015 07:13:00

ltpgtlta 30 height86 altPS4 Price Cut Goes Into Effect Now Level With Xbox One alignleft titlePS4 Price Cut Goes Into Effect Now Level With Xbox One border0 gtltagtYou can now buy a new PlayStation 4 for 350.ltpgtltbr clearallgt

PS4 Price Cut Goes Into Effect Now Level With Xbox One - Link Fri, 09 Oct 2015 04:53:00

ltpgtlta 30 height86 altShovel Knightamp039s Xbox One Disc Release Cancelled alignleft titleShovel Knightamp039s Xbox One Disc Release Cancelled border0 gtltagtYacht Club cites ampquotpublishing policiesampquot as cause updates release date and price for other platforms.ltpgtltbr clearallgt

Shovel Knights Xbox One Disc Release Cancelled - Link Thu, 08 Oct 2015 20:30:01

ltpgtlta srchttpl2.yimg.combtapires1.2NYvSMIg2hvKdt0A_3q8vyA--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.com64345dcbeb84a982cff0ded2ae571a5e 30 height86 altZynga games now include advertising mini-games that offer player boosts alignleft titleZynga games now include advertising mini-games that offer player boosts border0 gtltagtSponsors like insurance company Progressive Insurance are embedding mini-games inside FarmVille. Players who complete say a Progressive mini-game might receive three diamonds. A Zynga spokesperson told Polygon that not all mini-games offer up currency.ltpgtltbr clearallgt

Zynga games now include advertising mini-games that offer player - Link Thu, 08 Oct 2015 19:17:57

ltpgtlta srchttpl.yimg.combtapires1.2iy7W8rAgghASOSuJJi.NRQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.com662be8a9dfe2e2000875d8845b4101e9 30 height86 altShovel Knight physical release for Xbox One canceled alignleft titleShovel Knight physical release for Xbox One canceled border0 gtltagtShovel Knight will no longer receive a physical retail version on the Xbox One platform developer Yacht Club Games announced today. No clarification as to what specifically about Microsoftamp039s policies tripped up the previously-planned release is provided. The studio insists that it ampquotwill keep fighting to get a retail versionampquot out on the console.ltpgtltbr clearallgt

Shovel Knight physical release for Xbox One canceled - Link Thu, 08 Oct 2015 16:20:00

ltpgtlta 30 height86 altXbox One MMO Neverwinter Adds Biggest Map Yet 20-on-20 Multiplayer Mode alignleft titleXbox One MMO Neverwinter Adds Biggest Map Yet 20-on-20 Multiplayer Mode border0 gtltagtEstablish your own guild hall and then set out to destroy your enemyamp039s.ltpgtltbr clearallgt

Xbox One MMO Neverwinter Adds Biggest Map Yet 20-on-20 Multiplayer - Link Thu, 08 Oct 2015 15:13:00

ltpgtlta 30 height86 altSony Cuts Playstation 4 Price to 349.99 alignleft titleSony Cuts Playstation 4 Price to 349.99 border0 gtltagtNew 349.99 bundles will come with either the Uncharted HD Collection or Star Wars Battlefrontltpgtltbr clearallgt

Sony Cuts Playstation 4 Price to 349.99 - Link Thu, 08 Oct 2015 14:46:59

ltpgtlta srchttpl2.yimg.combtapires1.2OzWEi8dPaB58q__qVZ3E7g--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen_USNewsUS-AFPRelax000_was7632070.83918105352.original.jpg 30 height86 altSigns for Sony PlayStation and Microsoft XBox at the Electronic Entertainment Expo 2013 alignleft titleSigns for Sony PlayStation and Microsoft XBox at the Electronic Entertainment Expo 2013 border0 gtltagtSony sliced 50 off the price of PlayStation 4 video game consoles Thursday matching that of rival Xbox One ahead of the frantic holiday shopping season. The PS4 will drop to 350 in the United States and to 430 Canadian dollars in Canada starting Friday according to Sony Computer Entertainment America SCEA. ampquotOur goal at PlayStation has always been to offer the best place to play at a compelling value to gamersampquot SCEA chief executive Shawn Layden said.ltpgtltbr clearallgt

Sony cuts PlayStation 4 price to match Xbox One - Link Thu, 08 Oct 2015 13:46:00

ltpgtlta 30 height86 altHereamp039s When Battlefield Hardline Comes to Xbox Oneamp039s EA Access as a Free Game alignleft titleHereamp039s When Battlefield Hardline Comes to Xbox Oneamp039s EA Access as a Free Game border0 gtltagtThe cops-and-robbers shooter is comes to the Xbox One subscription service very soon.ltpgtltbr clearallgt

Heres When Battlefield Hardline Comes to Xbox Ones EA Access as a Free - Link Thu, 08 Oct 2015 11:01:00

ltpgtlta 30 height86 altGet Free Xbox OnePS4 Tales from the Borderlands Episode One alignleft titleGet Free Xbox OnePS4 Tales from the Borderlands Episode One border0 gtltagtZer0 Sum now available as a free download across console and mobile devices.ltpgtltbr clearallgt

Get Free Xbox OnePS4 Tales from the Borderlands Episode One - Link Thu, 08 Oct 2015 10:08:14

ltpgtlta 30 height86 altSony gives PlayStation VR a hand by acquiring gesture-tracking tech alignleft titleSony gives PlayStation VR a hand by acquiring gesture-tracking tech border0 gtltagtSony has purchased Softkinetic a company known for making depth sensors for virtual and augmented reality technology.ltpgtltbr clearallgt

Sony gives PlayStation VR a hand by acquiring gesture-tracking tech - Link Thu, 08 Oct 2015 07:45:55

You may have missed out on purchasing a PS4 console for a discountedprice from past sales but Sony is about to fix all that. The company announced on Thursday that its officially dropping the price of the PS4 making it cheaper than ever. Sony also announced its big holiday lineup in the process. DONT MISS Microsoft made the ultimate laptop the Surface Book The move isnt surprising considering that Sony cut the price of the PS4 in Japan last month suggesting it wouldapply the same move to its global sales in the future. Starting October 9th the PS4 will cost just 349.99 in the U.S. or 50 less than before. In Canada the PS4s new price will be CAD 429.99.

Its official Sonys PlayStation 4 is cheaper than its ever been - Link Thu, 08 Oct 2015 07:11:00

ltpgtlta 30 height86 altCall of Duty Black Ops 3 Xbox One Digital Copies Removed Temporarily alignleft titleCall of Duty Black Ops 3 Xbox One Digital Copies Removed Temporarily border0 gtltagtMicrosoft is ampquotactively engagedampquot with Activision to bring the game back but no word on when that will happen.ltpgtltbr clearallgt

Call of Duty Black Ops 3 Xbox One Digital Copies Removed Temporarily - Link Thu, 08 Oct 2015 05:29:48

ltpgtlta srchttpl1.yimg.combtapires1.2jTMJ4PXlGHk2e7K_8whgRw--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen_usNewsReuters2015-10-08T092948Z_1_LYNXNPEB970FV_RTROPTP_2_SONY-AGM.JPG 30 height86 altA man rides an escalator under a advertisement board of Sony Corpamp039s PlayStation 4 game console at an electronics retailer in Tokyo alignleft titleA man rides an escalator under a advertisement board of Sony Corpamp039s PlayStation 4 game console at an electronics retailer in Tokyo border0 gtltagtSony Corp said it was cutting the price of its PlayStation 4 videogame console to around 350 from 400 to boost sales ahead of the year-end holiday season. Thursdayamp039s announcement follows similar price cuts of the console in Asia including its home market Japan and adds pressure on rival Microsoft Corp whose Xbox One system has lagged the PlayStation 4 in global sales. Videogames along with sensors have helped lead a turnaround at Sony which is still struggling with weak smartphone and TV sales.ltpgtltbr clearallgt

Sony cuts U.S. prices for PlayStation 4 ahead of holiday season - Link Wed, 07 Oct 2015 20:31:00

ltpgtlta 30 height86 altVideo Game Voice Actors Vote to Strike alignleft titleVideo Game Voice Actors Vote to Strike border0 gtltagt96.52 percent of members voted in favour of a strike.ltpgtltbr clearallgt

Video Game Voice Actors Vote to Strike - Link Wed, 07 Oct 2015 20:28:05

ltpgtlta srchttpl3.yimg.combtapires1.2DBKFvzmOBc8YLZZ3zQVoOQ--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.com97702d4110c33bb5b5ec9ce8d610e567 30 height86 altCall of Duty Black Ops 3 digital versions for Xbox pulled from Xbox Games Store Amazon alignleft titleCall of Duty Black Ops 3 digital versions for Xbox pulled from Xbox Games Store Amazon border0 gtltagtThe digital versions ofCall of Duty Black Ops 3 for Xbox One are no longer available for pre-order through the Xbox Games Store though neither Microsoft nor Activision are saying why or when the game might return. Black Ops 3amp039s digital disappearance on Xbox was spotted byICXM this week. The outlet noted that while download codes for the PlayStation 4 and Windows PC versions of Black Ops 3 are still available at places like the PlayStation Store Amazon and Steam the Xbox One versions had recently gone missing.ltpgtltbr clearallgt

Call of Duty Black Ops 3 digital versions for Xbox pulled from Xbox - Link Wed, 07 Oct 2015 18:57:32

ltpgtlta srchttpl2.yimg.combtapires1.2Y8GrCEEPVEUFl7_Z0.1L8w--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.com6efd27071161d052ea8e8b28660c042a 30 height86 altVideo game voice actors vote in overwhelming favor of strike alignleft titleVideo game voice actors vote in overwhelming favor of strike border0 gtltagtThe voices behind some of your favorite video game characters might soon go quiet SAG-AFTRA which represents unionized voice actors who work in video games and other interactive media has announced that the right to declare a strikehas been authorized. The Interactive Media division published the results of the vote which determined whether or not to go on strike due to what the union considers to be unfair compensation and other demands. Now that itamp039s been approved the unionamp039s National Board now has the option to declare a strike.ltpgtltbr clearallgt

Video game voice actors vote in overwhelming favor of strike - Link Wed, 07 Oct 2015 12:04:53

ltpgtlta srchttpl3.yimg.combtapires1.2AVRtJz7LmtSaiGQPLw2MNA--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen_USNewsUS-AFPRelaxmk8shyguy.bc8a2132923.original.jpg 30 height86 altamp039Mario Kart 8amp039 pictured and amp039Splatoonamp039 will spearhead a UK Wii U bundle. alignleft titleamp039Mario Kart 8amp039 pictured and amp039Splatoonamp039 will spearhead a UK Wii U bundle. border0 gtltagtNintendo has come up with a new bundle that packs in two of its best loved games for the Wii U. ampquotMario Kart 8ampquot comes pre-installed on the console while ampquotSplatoonampquot is delivered via download for the October 30 pack. May 2014amp039s ampquotMario Kart 8ampquot would take up a mere 5GB of that hard disk allocation while ampquotSplatoonampquot weighed in at just 1.8GB upon its launch a year later.ltpgtltbr clearallgt

Mario Kart 8 Splatoon star in new Wii U bundle - Link Wed, 07 Oct 2015 12:00:02

ltpgtlta srchttpl.yimg.combtapires1.2tPLxrkZEO9sXF0OMhGJB5Q--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.com33ef248a6a1d0ea1194c54ac417bdcc4 30 height86 altRise of the Tomb Raider will have a season pass according to Xbox leak alignleft titleRise of the Tomb Raider will have a season pass according to Xbox leak border0 gtltagtRise of the Tomb Raider will be the latest title to receive new content in the form ofa season pass as seen on the Xbox website. A listing for the season pass is now live. The listing also includes details as to what the season pass will offer.ltpgtltbr clearallgt

Rise of the Tomb Raider will have a season pass according to Xbox leak - Link Wed, 07 Oct 2015 09:30:00

ltpgtlta 30 height86 altThis Weekamp039s PS4PS3PS Vita Deals on PlayStation Network Revealed alignleft titleThis Weekamp039s PS4PS3PS Vita Deals on PlayStation Network Revealed border0 gtltagtHereamp039s a roundup of the best offers this week.ltpgtltbr clearallgt

This Weeks PS4PS3PS Vita Deals on PlayStation Network Revealed - Link Wed, 07 Oct 2015 08:36:00

ltpgtlta 30 height86 altXbox One Controller Gets Unofficial Star Wars Makeover alignleft titleXbox One Controller Gets Unofficial Star Wars Makeover border0 gtltagtCheck out this Stormtrooper-themed custom controller which has caught the eye of Microsoftamp039s Phil Spencer.ltpgtltbr clearallgt

Xbox One Controller Gets Unofficial Star Wars Makeover - Link Wed, 07 Oct 2015 06:44:00

ltpgtlta 30 height86 altNew Mario Kart 8 and Splatoon Wii U Bundle Is UKamp039s Cheapest Yet alignleft titleNew Mario Kart 8 and Splatoon Wii U Bundle Is UKamp039s Cheapest Yet border0 gtltagtPremium version of console and two games available for 239.99.ltpgtltbr clearallgt

New Mario Kart 8 and Splatoon Wii U Bundle Is UKs Cheapest Yet - Link Wed, 07 Oct 2015 05:07:00

ltpgtlta 30 height86 altSuper Meat Boy Teased For Wii U Release alignleft titleSuper Meat Boy Teased For Wii U Release border0 gtltagtMeat Boy looks set to make the jump to a Nintendo platform.ltpgtltbr clearallgt

Super Meat Boy Teased For Wii U Release - Link Wed, 07 Oct 2015 00:00:44

Hasbro will unveil a Prime Wars Trilogy epic tale with the Titans Return arc featuring Sentinel Prime.

Transformers Forming Epic Storyline with Toys Comics and Video Games - Link Tue, 06 Oct 2015 20:30:57

After spending some time with Star Wars Battlefront at E3 earlier this summer I came away far less enthusiastic about the wildly anticipated sequel than I expected to be. After all the Battlefront series was one that I spent countless hours with growing up how could a new game in the franchise fail to win me over SEEMOREWatch the first trailer for Far Cry Primal taking the series back to the Stone Age I dont really have an answer to that question. It just didnt knock my socks off. But months after the fact DICE and EA are hosting a Battlefront open beta for PS4 Xbox One and PC players one which kicks off in just two days. Thanks

Watch us play the Star Wars Battlefront beta live on the PlayStation 4 - Link Tue, 06 Oct 2015 16:01:58

ltpgtlta srchttpl2.yimg.combtapires1.2N_aQlHp3XqyhJzWCA36yBw--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen-UShomerunpolygon.vox.comcb35d42d6597b71d86608c4102217ced 30 height86 altWhy Destiny is on your PlayStation 4 even if you didnamp039t buy it alignleft titleWhy Destiny is on your PlayStation 4 even if you didnamp039t buy it border0 gtltagtSome PlayStation 4 owners were surprised to turn on their consoles today and findDestiny The Taken King sitting alongside their other games on the systemamp039s dashboard even if they hadnamp039t purchased the game. Destiny The Taken King is being pushed to PS4 owners this week through the systemamp039s automatic download settings. An icon for the game will show up on the systemamp039s home screen which prompts players to purchase and download the game from the PlayStation Store.ltpgtltbr clearallgt

Why Destiny is on your PlayStation 4 even if you didnt buy it - Link Tue, 06 Oct 2015 15:19:41

ltpgtlta srchttpl.yimg.combtapires1.2slsAcb5s8RqXXlIrSifhbw--YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PTEzMA--httpmedia.zenfs.comen_USNewsUS-AFPRelaxxboxelitewirele.a14e1191431.original.jpg 30 height86 altThe Xbox Elite Wireless Controller at Gamescom August 2015 alignleft titleThe Xbox Elite Wireless Controller at Gamescom August 2015 border0 gtltagtA 499 Xbox One bundle containing a 1TB solid state hybrid drive and an enhanced Elite Wireless Controller will be made available from November 3rd. Announced during a Microsoft conference on October 6 the Xbox One Elite bundle promises improved storage and pro-level precision from an enhanced Xbox One control pad. The paddles are new and allow owners to program their controllers with intricate combinations activated at the touch of a button while an Xbox One configuration app makes for a customizable experience.ltpgtltbr clearallgt

Microsoft announces Xbox One Elite Bundle - Link Tue, 06 Oct 2015 13:20:00

ltpgtlta 30 height86 altVideo Game Group Blasts U.N. Report About Online Harassment as ampquotFlawedampquot and ampquotMisguidedampquot alignleft titleVideo Game Group Blasts U.N. Report About Online Harassment as ampquotFlawedampquot and ampquotMisguidedampquot border0 gtltagtampquotThis is an uninformed misguided and unfortunate report.ampquotltpgtltbr clearallgt

Video Game Group Blasts U.N. Report About Online Harassment as Flawed - Link

Removing Payment Feature From Skyrim Workshop - Link Thu, 23 Apr 2015 17:07:29

Were going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod well be refunding you the complete amount. We talked to the team at Bethesda and they agree. ltbrgt ltbrgtWeve done this because its clear we didnt understand exactly what we were doing. Weve been shipping many features over the years aimed at allowing community creators to receive a share of the rewards and in the past theyve been received well. Its obvious now that this case is different. ltbrgt ltbrgtTo help you understand why we thought this was a good idea our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone both free ampamp paid. We wanted more great mods becoming great products like Dota Counter-strike DayZ and Killing Floor and we wanted that to happen organically for any mod maker who wanted to take a shot at it. ltbrgt ltbrgtBut we underestimated the differences between our previously successful revenue sharing models and the addition of paid mods to Skyrims workshop. We understand our own games communities pretty well but stepping into an established years old modding community in Skyrim was probably not the right place to start iterating. We think this made us miss the mark pretty badly even though we believe theres a useful feature somewhere here. ltbrgt ltbrgtNow that youve backed a dump truck of feedback onto our inboxes well be chewing through that but if you have any further thoughts let us know.

Introducing New Ways to Support Workshop Creators - Link Wed, 28 Jan 2015 22:25:40

ltimg srcquothttpmedia.steampowered.comsteamcommunitypublicimagesworkshopWorkshop_CommerceAnnounce.jpgquotgt ltbrgt ltbrgtThe Steam Workshop has always been a great place for discovering community-made mods maps and items for a variety of games. Starting now with The Elder Scrolls V Skyrim the Workshop is also a great place for community content creators to earn money by selling their greatest works. ltbrgt ltbrgtWe think this is a great opportunity to help support the incredible creative work being done by mod makers in the Steam Workshop and to encourage more top-quality work. This new feature allows mod authors to choose whether to list their items for a fixed price for pay-what-you-want or to make their item available for free. As a customer and fan of Skyrim youre able to explore both paid and free mods quests and items. ltbrgt ltbrgtThe whole feature is best explained in the full press announcement and on the detailed announcement page and FAQ here lta classquotbb_linkquot targetquot_blankquot hrefquothttpwww.steamcommunity.comworkshopaboutpaidcontentquot gthttpwww.steamcommunity.comworkshopaboutpaidcontentltagt ltbrgt ltbrgtAlong with these new options available to mod-creators weve added a few features to support the experience and make everything as easy as possible ltbrgt ltbrgtltdiv classquotbb_h1quotgtFree Paid or Pay What You Wantltdivgt With over 24000 free mods available for Skyrim in the Steam Workshop there will always be lots to do and explore for free. Now you can also find mods with a specified price or mods where you can choose how much you wish to support the creators. The price is up to the mod creators. ltbrgt ltbrgtltdiv classquotbb_h1quotgtTry any mod Risk Freeltdivgt When shopping for anything its still important to spend a little time learning about any product you are about to purchase. But if after purchase you find that a mod is broken or doesnt work as promised you can easily get a refund of that mod within 24 hours of your purchase. View the full refund policy lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshoprefundpolicyquot gthereltagt. ltbrgt ltbrgtltdiv classquotbb_h1quotgtPlay Skyrim For Free This Weekendltdivgt If youre new to Skyrim and havent yet tried it out now is your chance. Available now through April 26th Skyrim is free to play. Just visit the lta classquotbb_linkquot targetquot_blankquot hrefquothttpstore.steampowered.comapp72850quot gtSkyrim store pageltagt and click the play button to download and start playing. If you decide you want to keep the game its also on sale for 75 off regular price ltbrgt ltbrgtltdiv classquotbb_h1quotgtExplore New Contentltdivgt To prepare for this announcement weve asked a few community mod makers to prepare some content for release. lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopbrowseappid72850ampampsearchtextampampchildpublishedfileid0ampampbrowsesorttrendampampsectionreadytouseitemsampampadmin_view1ampamprequiredflags5B5Dpaiditemsquot gtBrowse Paid Skyrim Modsltagt ltbrgt ltbrgtltdiv classquotbb_h1quotgtCalling Creatorsltdivgt Whether youre just getting started or are already a professional artist or developer now you can make money from your creations in the Steam Workshop. ltbrgt ltbrgtStarting with The Elder Scrolls V Skyrim you can make new cosmetic items custom skins fancy houses epic quests entire new cities or just a new hat for Lydia. Once youve made your creation you can easily set a price and earn a portion of each sale made through the Steam Workshop. ltbrgt ltbrgtPlus many more of your favorite Workshop games will support paid content in the coming weeks. Check out the lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopaboutpaidcontentquot gtfull announcement and FAQltagt for more details. ltbrgt

Content Creators Earn Over 50M Through Steam Workshop Can Now Earn - Link Fri, 14 Nov 2014 22:41:24

When we launched the Workshop late in 2011 we expected that it would grow but not that it would grow this much this quickly. So far the total payments made to individuals for the creation of in-game items sold in Team Fortress 2 Dota 2 and Counter-Strike Global Offensive have passed 57 million. This money was earned by over 1500 contributors spread out across 75 countries. ltbrgt ltbrgtltdiv classquotbb_h1quotgtNew Curated Workshopsltdivgt The limitation of paid revenue-generating Workshops to Valve content has been an unfortunate consequence of the sheer number of challenges required in order to scale to a global audience of creators and players. Today were happy to announce that after a ton of work the first curated Workshops for non-Valve games have opened lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comapp302270workshopquot gtDungeon Defenders Eternityltagt and lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comapp219640workshopquot gtChivalry Medieval Warfareltagt. ltbrgt ltbrgtltimg srcquothttpmedia.steampowered.comsteamcommunitypublicimagesworkshopDungeonChivalry.jpgquotgt ltbrgt ltbrgtThis is really exciting news and means that more high quality content will be available for the game you love playing. Plus purchases of this great new content directly enables those community members to continue practicing their craft and making more awesome content. ltbrgt ltbrgtWe expect more curated Workshops to become available for creators and players in various games over the coming weeks and months. ltbrgt ltbrgtltdiv classquotbb_h1quotgtIntroducing Revenue Tools For Workshop Authorsltdivgt The Workshop has continued to grow and a larger number of contributors are now earning revenue from more pieces of content in a wider variety of games. To help answer questions about where revenue is coming from were also launching a set of new tools that enable contributors to view real-time sales data for their items as well as view detailed per-item revenue breakdowns and historical statements. ltbrgt ltbrgtltimg srcquothttpmedia.steampowered.comsteamcommunitypublicimagesworkshoprevenuegraph.jpgquotgt ltbrgt ltbrgtOnce you have content accepted into a paid curated Workshop youll see a link to ampquotView Your Revenueampquot from your ampquotlta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.commymyworkshopfilesquot gtMy Workshop Filesltagtampquot page. If you dont have any content accepted yet nows a great time to get involved

Steam Workshop Update Adds Voting Queue and Updated Home Pages - Link Thu, 15 May 2014 22:16:35

ltimg srcquothttpmedia.steampowered.comsteamcommunitypublicimagesworkshopWorkshop_HomeUpdate.jpgquotgt ltbrgt ltbrgtWe just released an update for the Steam Workshop that adds a voting queue for item selection and a new home page for each Workshop to highlight cool content. ltbrgt ltbrgtltdiv classquotbb_h1quotgtNew Voting Queueltdivgt Workshops for games such as Team Fortress 2 Dota 2 and Counter-Strike Global Offensive include a type of items that players vote on to help determine which items can get accepted and made available for use in the game. ltbrgt ltbrgtWorkshops with these types of items now have a voting queue similar to the queue in Greenlight or on the Steam home page. This queue will make it easy to discover new and interesting items to vote on and will help the game teams get a better measure of community interest on the variety of items being considered for use in the game. ltbrgt ltbrgtltdiv classquotbb_h1quotgtNew Home Pages For Every Workshopltdivgt Each product Workshop now has a new home page design helping to highlight the most interesting content in the Workshop and to also better expose a variety of ways to browse the Workshop. With this new home page customers can now more easily see mods maps or items created by authors they follow see what their friends are marking as favorites and read about recent Workshop news from the game teams. ltbrgt ltbrgtThis new home page also provides space for games to run special events such as themed contests or to highlight new types of content supported by their Workshop. ltbrgt ltbrgtThis update has automatically applied to all games and software with a Steam Workshop so just check out your favorite Workshop to see these new features. ltbrgt ltbrgtltdiv classquotbb_h1quotgtOther changesltdivgt ltul classquotbb_ulquotgt ltligtAdded views for most popular items over trailing three-months six-months and year. This only applies to ready-to-use content such as mods and maps. ltbrgtltligtltligtAdding tabs lists to the home page for ready-to-use items. These lists include a new Most Subscribed list as well as Most Popular and Most Recent. ltbrgtltligtltligtAdding larger voting controls to item voting to support the voting queue. ltbrgtltligtltligtRemoving comment threads from the main page for items to be voted on. Giant ASCII art is now relegated to the comment tab on each Workshop item. ltbrgtltligtltligtHiding star ratings on items to be voted on to help avoid biased voting. ltligtltulgt

100 Games Now Using Steam Workshop - Link Tue, 29 Apr 2014 00:18:15

ltimg srcquothttpmedia.steampowered.comsteamcommunitypublicimagesworkshopWorkshop109thCollection.jpgquotgt ltbrgt ltbrgtToday we celebrate the milestone of having 100 games utilizing the Steam Workshop for sharing user generated content in the Steam Community. That is 100 plus the nine more titles that added support for Steam Workshop while we were busy writing this announcement. So here you are with 109 opportunities to share your creative energy with the community by creating custom mods or items or to share in the excitement of others and customize your games. ltbrgt ltbrgtEach of the 109 titles use the Steam Workshop in different ways such as for sharing maps in-game items custom scenarios full game conversions character skins new game modes spells puzzles quests characters language packs and much much more. This is all player-driven where you can create custom game modifications or content for your favorite game and share it with the community. ltbrgt ltbrgtYou can see the full list of products on the Steam Workshop home page lta classquotbb_linkquot targetquot_blankquot hrefquothttpsteamcommunity.comworkshopquot gthttpsteamcommunity.comworkshopltagt ltbrgt ltbrgtltbgtSome Numbersltbgt ltbrgtOver 1100000 maps items and mods have been posted to the Steam Workshop. This includes everything from custom maps in Civilization V and Monaco to custom in-game items for titles such as Dota 2 and Team Fortress 2. ltbrgt ltbrgtOver 12 Million gamers have played a modded game or played on custom maps found through the Steam Workshop. ltbrgt ltbrgtEach of those 12 Million gamers have downloaded an average of 57 items from the Workshop such as custom maps weapons game rules full conversions or other modifications. ltbrgt ltbrgtThe Steam Workshop has served nearly 700 Million downloads to date. ltbrgt ltbrgtGamers have voted over 32 Million times on items in the Workshop with 90 of those being up-votes.

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