• KOTAKU.COM
    Every Jurassic Park Movie, Ranked By The Brutality Of The Dinosaur Killings
    Start SlideshowStart SlideshowThe Jurassic Park movies (including the Jurassic World movies) are ridiculous examples of human hubris. Dinosaurs are cloned, genetically engineered to be better entertainment attractions, and hunted for sport. But absurdity aside, a few of those films have some surprisingly gruesome deaths, especially for a franchise aimed at family audiences.An Indominus Rex casually flings a soldier into a tree before ripping through the rest in Jurassic World. A raptor pounces from the shadows to end Dieter Stark’s (Peter Stormare) creepy demise in The Lost World. And who could forget Zara Young’s (Katie McGrath) wildly over-the-top air-and-sea takedown by Pteranodons and a Mosasaurus—still the franchise’s most elaborate (and strangely beautiful) execution. With Jurassic World Rebirth ushering in a new era of dino disasters on July 2, let’s see which of its predecessors captured the imagination and snatched our breaths away best with its deaths.Previous SlideNext Slide2 / 8List slides6. Jurassic World: Fallen Kingdom (2018)List slides6. Jurassic World: Fallen Kingdom (2018)Jurassic World Fallen Kingdom Mills gets eatenNo Jurassic Park or World movie takes a bigger nosedive in quality purely because of how absurd its death scenes are than Fallen Kingdom. This is the movie where a random mercenary gets his arm chomped off by a tranquilized raptor because he casually walks into its cage—as if he forgot he was in a dinosaur movie and not working security at a mall. Then there’s the rich auction guest who stands motionless under a cage as the Indoraptor lines up the kill like it’s posing for a horror movie poster. And let’s not forget the rooftop scene where the Indoraptor literally stalks a child like Dracula before impaling itself on decorative horns. These aren’t just far-fetched deaths—they’re cartoonishly choreographed in a way that makes it hard to take any of them seriously. It’s like the writers asked, “What’s the dumbest way someone could die?” and then made it canon.Previous SlideNext Slide3 / 8List slides5. Jurassic Park III (2001)List slides5. Jurassic Park III (2001)Jurassic Park 3 (5/10) Movie CLIP - They Set a Trap (2001) HDJurassic Park III isn’t the worst movie in the franchise, but it’s hanging onto second-to-last by the claws of a raptor—and even those feel a little dulled here. The deaths just don’t hit as hard. Sure, there’s a moment or two worth replaying, like the Spinosaurus tearing through a plane crash like it’s made of tinfoil and then slamming its teeth into M.B. Nash (Bruce A. Young) mid-sprint. And the raptor snapping Udesky’s (Michael Jeter) neck after using his screams to lure the others to its trap was terrifyingly cool, and a chilling introduction of the dinosaur’s enhanced strategic intelligence. But when you stack it against the rest of the franchise, where people get ripped in half, stomped into the dirt, or juggled mid-air like chew toys before being swallowed by sea monsters, this one feels tame. It flirts with the chaos, but never commits to the carnage—and in a franchise famous for spectacular deaths, that just doesn’t cut it.Previous SlideNext Slide4 / 8List slides4. Jurassic World Dominion (2022)List slides4. Jurassic World Dominion (2022)T-Rex & Therizinosaurus VS Giganotosaurus | Jurassic World: Dominion Final Fight | DINOSAUR Movie Few Jurassic movies waste their potential quite like Jurassic World: Dominion. It’s not that it lacks dino action—on the contrary, the Therizinosaurus vs. Giganotosaurus showdown is an apex predator brawl worthy of the franchise’s legacy, and the locust swarm burning across farmland like biblical vengeance is straight-up haunting. But when it comes to the franchise’s trademark death scenes? Dominion blinks. Characters are snatched, mauled, or incinerated—and yet somehow, we’re usually watching it from behind a tree or right as the camera cuts away. In a series that once let a raptor tear into Ray Arnold (Samuel L. Jackson) offscreen because it was the ‘90s, it’s wild that a 2022 blockbuster felt the need to censor itself. For all its scale and spectacle, Dominion ends up in the bottom half of the franchise rankings simply because it forgot what made the chaos so thrilling in the first place: letting us watch.Previous SlideNext Slide5 / 8List slides3. The Lost World: Jurassic Park (1997)List slides3. The Lost World: Jurassic Park (1997)Jurassic Park:The lost World (1997) Eddie’s DeathIf there’s one Jurassic sequel that leans into the brutality, it’s The Lost World: Jurassic Park. Eddie Carr’s (Richard Schiff) death is both gruesome and gutting—after heroically holding the trailer in place to save Ian and Sarah from falling, he’s yanked from his SUV by two T-Rexes and torn in half like a rag doll. Dieter Stark’s is slower but no less disturbing—separated from the group, he’s stalked through the jungle by Compies that chip away at him bite by bite until his screams fade into silence. Also, poor Peter Ludlow (Arliss Howard) gets dragged into the juvenile Rex pen by the adult and left to be mauled, whimpering, by the baby in what feels more like a training session than a kill. Where other films glance away from the gore, The Lost World stares straight at it, making every death feel earned, brutal, and unforgettable.Previous SlideNext Slide6 / 8List slides2. Jurassic World (2015)List slides2. Jurassic World (2015)Mosasaurus eats Woman - Jurassi’c World (4K)Look, no Jurassic Park/World film’s ranking on this list is as dependent on the majesty of one death as Jurassic World. But, there was no one death in this movie (and arguably any other movie from the franchise) than the choreography of Zara being tossed around in mid-air by two Pteranodons, dropped into the sea where another Pteranodon dives in to snatch her up (THEY CAN SWIM TOO?!) before a fucking sea-dwelling Mosasaurus emerges from the sea to swallow them both whole in a gorgeously executed example of the cycle of life. The fact all of that happened in less than 40 seconds is a testament how much gruesome detail you can pack into a scene when you don’t cut away from the mayhem. Previous SlideNext Slide7 / 8List slides1. Jurassic Park (1993)List slides1. Jurassic Park (1993)Jurassic Park; Tyrannosaurus Rex eats man on toiletCompared to the glossy CGI bloodbaths that would follow in future Jurassic Park/World films, the OG that started all looks almost prehistoric, and that’s what makes it the most gruesome. Without advanced special effects producing swarms of Pteranodons and Quetzalcoatluses or toothy battles between gigantic T-Rexes, Steven Spielberg relied on giving us an unflinching look at the struggle to live. A man being snatched off the toilet and into the jaws of death feels more visceral than one computer generated dinosaur gorging on another. The stakes feel more real. Robert Muldoon (Bob Peck) stealthily being outsmarted by a Velociraptor in the jungle, before conceding the she’s a “clever girl” as his final words, might be the most iconic death in Jurassic Park/World history. In Jurassic Park’s case, less is more: human suspense will always trump CGI theatrics when it comes to blood and gore.
    0 Commentaires 0 Parts 35 Vue
  • KOTAKU.COM
    Amazon's Awesome (And Big) 4K Blu-Ray Sale Is Back
    ByZack ZwiezenPublishedan hour agoWe may earn a commission from links on this page.Image: WB / Toho / Universal / Amazon / KotakuIf you’ve been wanting to build your physical movie collection or just want to watch some new movies for cheap, then I have some good news. Amazon’s fantastic 3 for $33 4K UHD Blu-ray sale is back. It’s the perfect time to add some sharp looking classics and new hits to your movie collection. Suggested ReadingDisney's New Lo-Fi Goofy Video Is Hiding A Kingdom Hearts Tease Share SubtitlesOffEnglishview videoSuggested ReadingDisney's New Lo-Fi Goofy Video Is Hiding A Kingdom Hearts Tease Share SubtitlesOffEnglishHere’s how the deal works: Just go to this Amazon store page, pick three movies that are part of the deal, toss them in your cart, and then you pay $33 regardless of how much each movie costs. And like before, you can toss more than three movies into your cart to save even more. I built a test cart filled with $200 worth of movies and at checkout, Amazon only wanted $107.Remember, you’ll need a UHD player to watch these movies. Your PS5 and Xbox Series X are solid UHD players, assuming they have disc slots!Here are some of the newest films included in the relaunched 3 for $33 sale: Godzilla Minus OneThe Batman1917Nope The Flash The Suicide SquadBlack AdamAtomic BlondeDetective Pikachu No Time To DieTárGlassMatrix ResurrectionsThe FabelmansLast Night In SohoJoker Back in January, Amazon did a similar sale on 4K UHD physical movies. I grabbed a few, but missed out on some others because they weren’t included in the deal or sold out before I could snag them. So I’m happy to see the 3 for $33 deal return. We don’t currently know when this sale will end as the deal’s terms and conditions online still refer to the January 20 end date from the sale earlier this year. Last time it was about two weeks, so I’d expect this one to last about as long. Here are some older movies that are also part of the 4K UHD sale: Jaws Blazing SaddlesBlade Runner: Final CutCasinoThe Terminator The Lost BoysThe Big Lebowski2001: A Space Odyssey ET: The Extra-Terrestrial King Kong (2005)To Kill a MockingbirdThe Shawshank RedemptionThe FugitiveThe Blues Brothers Full Metal JacketPsycho .
    0 Commentaires 0 Parts 25 Vue
  • WWW.YOUTUBE.COM
    The Boys Star Karen Fukuhara On Kimiko’s Character Arc, Karate, And More
    The Boys Star Karen Fukuhara On Kimiko’s Character Arc, Karate, And More
    0 Commentaires 0 Parts 24 Vue
  • WWW.YOUTUBE.COM
    Halo’s Joseph Morgan On The Joys Of Combat Evolved’s Co-Op Campaign
    Halo’s Joseph Morgan On The Joys Of Combat Evolved’s Co-Op Campaign
    0 Commentaires 0 Parts 36 Vue
  • UNITY.COM
    Investor Insights on GDC and Women in Game Investment: A Chat with Playcap
    At this year’s GDC, we had an awesome event with PlayCap, bringing together some incredible minds in gaming investment. I had the chance to sit down with PlayCap’s founder, Bibbi Wikman, for an insightful conversation about her mission to get more women investing in the gaming industry. In this interview, Bibbi shares her vision for the future of gaming and why diversity in investment is more important than ever.To learn more about PlayCap and their mission to empower women in gaming investments, visit PlayCap.gg!Take a look!Could you start by telling us about Playcap’s mission and what inspired its creation?The mission behind PlayCap is to bring more women from the games industry into investing within the same industry. I’m part of a women investor network in tech, and that’s partly where I drew my inspiration from since I realized this was missing in the games industry. Far fewer women are investing in games, often due to a lack of knowledge, access to investment opportunities, and support. That’s what I wanted PlayCap to provide as a group, bringing together women who are already investing with those who want to start. Women’s networks often focus solely on investing in women-led companies, but I wanted to take a different approach with PlayCap. Women should have the freedom to invest in whatever excites them, standing on equal footing with male angel investors.Why is it crucial to increase the number of women involved in game investments, and how does that influence the types of projects that get funded?It’s not just important, it’s smart business. Women make up 50% of players, so building games and game tech with diversity in mind isn’t just ethical, it’s strategic. We already know that diverse teams outperform, and the same logic applies to investors. A more diverse investor base leads to stronger, well-rounded decision-making, especially in angel investments, where backing a company goes beyond capital, also providing expertise and guidance. With more women at the table, we’ll not only see an increase in funding for women-led companies but also better overall decisions that drive long-term success.Coming out of GDC, what trends or insights are you seeing that are shaping how studios are pitching their games or approaching development?When it comes to game pitches, more studios are leaning into early access as a core release strategy to generate revenue while continuing development and working together with a community on the development. Teams are staying lean, with temporary resource needs outsourced rather than hiring full-time. Expectations around funding have also evolved. We’re seeing investors step in at the pre-seed stage but with seed-stage expectations, meaning they want to see solid data and early traction.Were there any standout conversations at GDC that shifted your thinking on what makes a strong investment opportunity right now?AI was either a core component or planned to be part of nearly every game or product I saw. What’s shifting now is that it's no longer enough to say, "This game experience is built with AI." Instead, it’s about who is crafting games with the most compelling art style or player experience powered by AI, the kind that truly resonates with and attracts the audience.How do you see recent advancements — such as AI tools, productivity platforms, or emerging genres — influencing the kinds of studios Playcap is excited to back?We’re definitely excited to back companies creating tools or platforms that support the industry or players in innovative ways. Genres can be a bit trickier when it comes to equity investments, but they’re something we’ll keep in mind as we explore project investments in the future.What criteria does Playcap look for when deciding to invest in a game studio or project? Is a prototype essential, or are there other key indicators you prioritize?Team and business opportunity is the most important factor at the stage we invest. Of course, early traction can make a decision easier.What makes a pitch truly stand out to Playcap’s network, particularly in this challenging funding environment?I’m personally excited by new business ideas driven by small, agile teams that show fast progress and a clear timeline. Just as important is having a team that’s friendly and easy to communicate with. After all, this is a long-term partnership.For developers facing delays in funding rounds, what practical steps can they take to stay stable and keep momentum going?Keep your investors in the loop. Regularly update them, meet them at conferences, and show consistent progress. Focus on any area where you can generate positive numbers that demonstrate traction.How can small teams stay efficient and minimize burn rate without compromising creative ambitions?Embrace the tools available today. Showing that you're not afraid to leverage them and using them to enhance your business and boost efficiency says more than 20+ years of industry experience.Are there specific tools, strategies, or development approaches you’d recommend to studios looking to do more with less?It’s hard to generalize since we invest so broadly within the games industry, but here’s what I’d say: stay lean, recognize the incredible women in the industry, and consider bringing them on as part of your team or as advisors.Keep burn rates low, stay creative, and really understand what it takes to run a startup — not just to build a product. There’s a reason second-time founders are often the best to invest in. First-time startups tend to fail because the founders are passionate about creating the product but don’t fully grasp how to run a company or what to consider when bringing in investors.Choose your key investors wisely, and don’t hesitate to ask around about others’ experiences with them. It’s a long-term relationship that can, in some ways, be more challenging than a marriage.For more resources on indie game development, check out everything Unity has to offer at Unity's Indie Game Development Resources.
    0 Commentaires 0 Parts 39 Vue
  • UNITY.COM
    GDC 2025 Recap: Trends, Engine Roadmap, & Celebrating Games
    This year’s Game Developers Conference (GDC) was a fantastic time to connect with the community, go deeper into the technology, get your questions answered, and acknowledge the best games among the indie community. Let’s get into it, a recap of Unity at GDC 2025!Get the latest game development trends of 2025We kick off GDC week with the release of the 2025 Unity Gaming Report, our annual data-backed game development trends report. While it has been a difficult few years in our industry, developers have stayed resilient. This report draws on Unity’s own data, surveys of over 300 game developers, and insights from over 20 studios to identify five key trends across technological investments, multiplayer and platform development, and business strategy that show how game developers are facing these challenges head-on. Check it out here.New details on the Unity 6 roadmap and support planOne major highlight from the week was the Unity Engine roadmap talk, where we covered not only what’s ahead in Unity 6.1 coming in April, but also how the engineering teams are prioritizing investments in stability, platform reach, and performance. Adam Smith, VP of Product also shared a bit about Production Verification, which is how the team is using partnerships with real game studios to test tools in live productions before they’re delivered in future releases.There’s so much more, including how we’ll support Unity 6.0, as well as a sneak peek at what’s ahead in upcoming releases in 2025. Get all the details in this write-up which also includes the Unity Engine roadmap session video from GDCCongrats to Independent Game Festival award winnersThis year I had the pleasure to enjoy the Independent Game Festival (IGF) Awards in-person, to connect with the game developer community and celebrate the best of indie game development.Shout out to Despelote by Julián Cordero and Sebastian Valbuena for Excellence in Audio, The WereCleaner by Howlin' Hugs for the Audience Award, Tactical Breach Wizards by Suspicious Developments for Excellence in Design, Caves of Qud by Freehold Games for Excellence in Narrative, Hauntii by Moonloop Games for Excellence in Visual Art, and Consume Me by Jenny Jiao Hsia, AP Thomson, Jie En Lee, Violet W-P, Ken "coda" Snyder for taking home the Wings Awards, Nuovo Award, and the Seamus McNally Grand Prize!We live streamed and Unity’s CEO answered your questionsAll week long we were bringing the excitement of GDC to the global audience through Twitch and YouTube streams. We invited Hugo Cardoso of Code Monkey, Anton Gorodetsky of MY.GAMES, and Elizabeth Rose Astwood of Queensguard for a chat about the Game Trends Report, hosted an Independent Game Festival watch party, and had a blast during our first ever Game Developer Game Show.One of the bigger highlights was my sit down with Matt Bromberg, Unity CEO where he answered your most pressing questions. We discussed GDC, rebuilding trust with the community, the ever-changing games industry landscape, and so much more.Your questions answered during Office HoursAll week long the Unity development team has been answering your questions on Discord and Unity Discussions during our Office Hours. The teams have been covering topics including graphics, multiplayer, and performance to provide you the guidance of where we’re headed and provide tips on how to solve your technical woes. Take a browse over the discussions - and there’s still time to get your questions answered.Thank you for everythingAs demonstrated throughout GDC this week, Unity remains committed in its dedication to enhancing the stability and performance of the Engine. We want to ensure that as you develop your project on Unity you won’t have to compromise between embracing new features and maintaining a stable platform. Unity continues to empower developers to reach the widest audience across a diverse range of devices in the most efficient and high-performing way possible. We believe that you shouldn't have to choose between accessibility and quality—we strive to deliver both.On behalf of the entire Unity team, thank you for your invaluable feedback and ongoing support.Looking to keep the conversation going? Visit us on Unity Discussions where you can share your thoughts about all of the game industry news coming out of GDC.
    0 Commentaires 0 Parts 50 Vue
  • GODOTENGINE.ORG
    Release candidate: Godot 4.4.1 RC 2
    Haulin' Oats A game by Gramps GamesRelease candidate: Godot 4.4.1 RC 2By: Rémi Verschelde21 March 2025Pre-releaseWe released Godot 4.4 in early March and we are delighted to see the reception, with so many users upgrading to it on day 1 and sharing their favorite new changes on social media! If you haven’t seen the 4.4 release page, it’s well worth a read!Since then, we’ve started the development phase for Godot 4.5 at full speed (with a first dev snapshot released yesterday!), but we also put our main focus on fixing remaining and newly reported regressions that affect users who upgraded to 4.4. A few of these issues can be showstoppers for affected users, so we decided to release a 4.4.1 maintenance release as soon as possible.After a first 4.4.1-rc1 snapshot last week, we decided to make a second release candidate as a few more critical bugs had fixes available to backport. Please test it if you can and report any new issue that was not present in 4.4-stable, as we want to ensure we don’t introduce new regressions in this hotfix release.Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Please, consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The illustration picture for this article comes from Haulin’ Oats, a board game about truck driving, the US highways, and oatmeal (?!), which was recently released in version 1.0 on Steam. It is developed by Gramps Garcia, the tireless maintainer of the popular GodotSteam integration for the Steamworks SDK.What’s new21 contributors submitted around 39 improvements for this release. See our interactive changelog for the complete list of changes since the 4.4.1-rc1 snapshot. You can also review all changes included in 4.4.1 compared to the 4.4 release.Below are the most notable changes in this second release candidate (with critical fixes highlighted in bold):3D: Fix RemoteTransform3D to always use global rotation if use_global_coordinates is true (GH-97498).Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D (GH-103921).Animation: Fix rest translation space in LookAtModifier3D (GH-104217).Core: Use single RNG instance for FileAccessEncrypted IV generation (GH-103415).Editor: Make EditorProperty and its child EditorProperty behave like sibling nodes when handling mouse events (GH-103316).Editor: Create .uid files for detected new files (GH-104248).Editor: Change root node transform warning to only show up for position (GH-104331).Editor: Fix use after free in the editor inspector section cleanup (GH-104362).Export: Android: Convert compress_native_libraries to a basic export option (GH-104301).GDScript: Fix head class range to include class_name (GH-104114).GDScript: Add clearing of static_gdscript_cache to GDScriptCache (GH-104281).GUI: Fix error when embedded popup is closed while resizing (GH-102504).GUI: Label: Fix min. size calculation counting extra spacing twice (GH-103728).Import: Force multiple of 4 sizes for Betsy compressor (GH-104275).Import: Fix crash when reimporting nested gltf scenes (GH-104384).Input: macOS/iOS: Ensure only one axis change event is produced during single process_joypads() call (GH-104314).Physics: Fix interpolation in XR (GH-103233).Physics: Fix ConcavePolygonShape3D always enabling backface_collision when using Jolt Physics (GH-104310).Plugin: JavaClassWrapper: Fix mistake in last fix for org.godotengine.godot.Dictionary conversion (GH-104156).Porting: macOS: Fix editor loading crash on native menu click (GH-103892).Porting: macOS: Update mouse-entered state when subwindow closes (GH-104328).Rendering: Vulkan: Disable layers in editor deemed buggy by RenderDoc (GH-104154).Rendering: Fix Metal handling of cube textures; assert equal dimensions (GH-104341).XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV (GH-104249).This release is built from commit abef5e0d2.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesThere are currently no known issues introduced by this release.With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
    0 Commentaires 0 Parts 36 Vue
  • GODOTENGINE.ORG
    Dev snapshot: Godot 4.5 dev 1
    That's not my Neighbor A game by Nachosama GamesDev snapshot: Godot 4.5 dev 1By: Thaddeus Crews20 March 2025Pre-releaseOur first development snapshot for 4.5 has arrived! As is often the case following a feature-freeze, several quality PRs were finally released from the collective backlog, as merging them at the time would’ve been too much of a risk. In truth, the quantity has been so great that we could’ve gotten away with releasing a snapshot a week ago! However, we found it worth our time to hold out and get as many contributions integrated as possible, as a way of thanking those who’ve been so patient in waiting for their contributions to see the light of day.A significant chunk of the changes in this release are bugfixes, the majority of which you will be see backported to 4.4 in a 4.4.1-stable release next week! As such, we encourage testing this build in order to ensure a smooth release for both versions. Granted, as this is a pre-release, the bugfixes aren’t the only additions; the usual safety precautions that come with such an environment should be taken. Even though we prepare these snapshots such that they’re suitable for general testing, backups and/or version control are recommended to prevent the loss of data.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from That’s not my Neighbor, where you take the role of a doorman ensuring the safety of your apartment complex from a mysterious surge of doppelgangers. Developed by Nachosama Games, the game was recently released on Steam.Highlights“Mute Game” togglePreviously, if a developer wished to mute the audio while testing in the editor, they had to either use the operating system’s builtin tools for sound or outright pause/close their work. Malcolm Anderson sought a more streamlined solution, and integrated a new toggle on the Game view (GH-99555). Now if developers wish to halt/restore audio output entirely, it’s just one click away!Drop preload Resources as UIDWith UID support being a part of the engine as of 4.4—read more about them here—we’ve enabled further optimizations via their integration with core components. However, as this is a new change, there’s still a few areas that have been lagging behind on support. In particular: preloaded resources lacked the ability to be loaded as UID if dragged. Tomasz Chabora has rectified this limitation in GH-99094, and you’ll find plenty more like this in our curated selection below.Allow selecting multiple remote nodes at runtimeA long-awaited QOL addition to the editor experience has finally arrived! Thanks to Michael Alexsander, developers now have the ability to select multiple nodes in a runtime context! Check out their pull request GH-99680 for more information on how this was integrated.Chunk tilemap physicsThe current implementation of TileMapLayer uses individual collision bodies for every single cell, which is extremely wasteful and a likely cause of runtime performance issues for 2D scenes relying on physics. Gilles Roudière took to entirely reworking this system in GH-102662, ensuring that cells take every possible opportunity.And more!There are too many exciting changes to list them all here, but here’s a curated selection:2D: Improve usability of Camera2D (GH-101427).3D: Fix Camera3D gizmo representation to accurately reflect FOV (GH-101884).3D: Use physical keys for the Q/W/E/R editor shortcuts (GH-103533).Animation: Support hiding functions calls in Method Tracks (GH-96421).Core: Add scene_changed signal to SceneTree (GH-102986).Core: Add DDS image load and save functionality (GH-101994).Core: Don’t duplicate internal nodes (GH-89442).Core: Implement get_size and get_access_time methods to FileAccess (GH-83538).Debugger: Allow locating VRAM resource by double-clicking (GH-103949).Documentation: Overhaul Node3D documentation (GH-87440).Editor: Add option to copy a file’s name in the FileSystem dock (GH-96536).Editor: Allow ignoring debugger error breaks (GH-77015).Editor: Don’t save unnecessarily with save_before_running (GH-90034).Editor: Improve drag and drop into array property editors (GH-102534).Editor: Replace UID and Surface upgrade tools with universal one (GH-103044).Export: Android: Convert compress_native_libraries to a basic export option (GH-104301).GDExtension: Include precision in extension_api.json (GH-103137).GDScript: Highlight warning lines in Script editor (GH-102469).GUI: Implement properties that can recursively disable child controls’ FocusMode and MouseFilter (GH-97495).GUI: Improve ColorPicker picker shape keyboard and joypad accessibility (GH-99374).Import: Use UID in addition to path for extracted meshes, materials and animations (GH-100786).Particles: Add emission shape gizmos to Particles2D (GH-102249).Particles: Fix particle jitter when scene tree is paused (GH-95912).Porting: Android: Add linux-bionic RID export option (GH-97908).Porting: Android: Add a TouchActionsPanel to editor (GH-100339).Porting: Android: Enable support for volume button events (GH-102984).Porting: Linux: Implement native color picker (GH-101546).Porting: macOS/iOS: Ensure only one axis change event is produced during single process_joypads() call (GH-104314).Porting: Windows: Remove visible WINDOW_MODE_FULLSCREEN border by setting window region (GH-88852).Rendering: Clean up more dynamic allocations in the RD renderers with a focus on 2D (GH-103889).Rendering: Optimize _fill_instance_data function in Forward+ renderer (GH-103547).Rendering: Significantly reduce per-frame memory allocations from the heap in the Mobile renderer (GH-103794).Rendering: Update ViewportTexture path relative to its local scene instead of the Viewport owner (GH-97861).Rendering: Use lower shadow normal bias for distant directional shadow splits (GH-60178).Rendering: Use separate WorkThreadPool for shader compiler (GH-103506).Scripting: Fix script docs not being searchable without manually recompiling scripts (GH-95821).Changelog121 contributors submitted 403 fixes for this release. See our interactive changelog for the complete list of changes since the 4.4-stable.This release is built from commit 97241ffea.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesThere are currently no known issues introduced by this release.With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
    0 Commentaires 0 Parts 44 Vue
  • TECHCRUNCH.COM
    Manychat taps $140M to boost its business messaging platform with AI
    Chatbots and other kinds of AI agents may feel like a dime a dozen these days. But the truth is that, for both businesses and consumers, some may be infinitely more useful (and perhaps less dystopian) than others. Today, a startup that’s built a successful business around that concept is announcing a major growth round to expand its business. Manychat, which provides a tool for managing and automating conversations and engagement across multiple messaging channels, has picked up $140 million in a Series B round led by Summit Partners. The funding is coming on the heels of strong growth for the startup. Manychat today has around 1.5 million customers across 170 countries, with its client list including the likes of Nike, the New York Times and Yahoo as well as individual creators and much smaller outfits.  Manychat’s CEO and co-founder, Mike Yan, said the company sends “billions” of messages annually on behalf of these users across TikTok, Instagram, WhatsApp, Messenger and other chat platforms. The plan is to use the fresh cash both to invest in R&D — in particular, bring more AI to the platform — as well as to boost the company’s sales, marketing and support globally.  Notably for a startup these days, Manychat is mostly profitable — as Yan describes it, the company “always operates on the edge of being kind of break even.”  Since launching in 2015, the startup had only raised around $23 million until now, mostly from a $18 million Series A round in 2019. Manychat did not disclose who the other investors are in this Series B round beyond Summit. The company is not giving out a valuation, either, but it’s likely to be considerably higher than the modest $58 million post-money price tag PitchBook detailed for the Series A. From Telegram to Instagram Manychat’s trajectory mirrors both the rise of smartphone-based messaging apps over the last decade, as well as the growing opportunity around tools that help businesses leverage that medium in a better way.  In 2015, the email inbox was starting to tip into becoming a spam-laden, tired, and over-used medium for businesses looking to use it for marketing.  Yan at the time was fresh off the back of a failed social app, and he himself was a Telegram user, one of a growing population of consumers using messaging apps for basic communications. When Telegram opened up its APIs, the lightbulb of inspiration went off for him and his co-founder Anton Gorin. “Telegram was actually one of the first western messaging apps to open up its APIs,” he recalled. “As users of Telegram ourselves, and we saw a clear job to be done.” Companies were using email to connect to users, he said, but that was not where users were spending time. “They should be using messaging apps actually to connect with customers; that’s where the new wave of communication is happening. That’s where the new consumer is.” So he and Gorin built the first iteration of Manychat as a tool for creating chats for businesses on Telegram. It picked up enough traction to get them into the 500 Startups accelerator.  Then, when Facebook opened up its APIs for Messenger — making its own first-efforts to build AI chatbots — things really started to take off. By the time Manychat raised its Series A in 2019, it was already reaching 350 million users on the platform monthly with billions of messages and an enviable open rate of 80%.  Additional APIs opening up across other Meta-owned platforms as well as TikTok have boosted that growth. Users can still market on Telegram, too, Yan said, although these days that is just a small percentage of its traffic. For the record, Instagram is far and away the most engaged and active platform for the company today, Yan said. Manychat’s founding and a large chunk of its growth preceded the rise of generative AI and the emergency of AI chatbots like Anthropic’s Claude, OpenAI’s ChatGPT, and Google’s Gemini, among others. In fact, the earlier descriptions of the product touted how it provided a “smart blend of automation and personal outreach” to customers, who were using its no-code platform to build chatbots to grow social followers, collect email addresses, respond to comments and set up flows via DM links to request products or more information on something.  Anchoring its product around encouraging further actions, Yan said, is what sets it apart from most chatbots on the market right now, including most GenAI chatbots.  Sophia Popova, the Summit partner who led the investment and is joining the board of the startup, believes that Manychat’s approach of building out an engagement layer that’s seen a lot of success so far makes it a solid bet for the next wave of activity on messaging platforms.  “Our thesis hinges on a greater proportion of commerce dollars going through social messaging apps,” she said in an interview. “You need to be always on and engaging 24/7. That is what customers expect and Manychat is hitting the nail on the head.” In contrast, she said, when considering the DNA of the AI chatbots — at least what is in the market today — “very few of them are geared towards personalizing conversation in a way that drives conversion to revenue.” If you want a help desk chatbot, there are “myriad” tools out there, but actually very few that are engaging to sell or elicit other responses from users in the way that Manychat has done, she added. Yet given the pace of development — and the drive that many of the AI startups have to generate revenue to offset their huge cash burn — this is a gap that may not be there for long, one reason why Manychat is working to build in more AI features to improve its offering.
    0 Commentaires 0 Parts 25 Vue
  • TECHCRUNCH.COM
    Tomorrow: Join Ali Ghodsi and Dario Amodei for a fireside chat
    Join this free virtual event, featuring Ali Ghodsi, the trailblazing co-founder and CEO of Databricks, alongside Dario Amodei, the pioneering co-founder and CEO of Anthropic. Uncover how their revolutionary collaboration is poised to fast-track the advancement of domain-specific AI agents. Not only will you experience an engaging exchange between the visionary leaders of two AI industry giants, but you’ll also receive exclusive access to three additional sessions that delve deeper into their transformative dialogue. What you’ll learn: What AI agents are — and why they’re important. Details of the Databricks and Anthropic partnership. How Databricks applies data intelligence to AI agents. Real-life examples of customers using AI agents to accomplish domain-specific solutions. Showtimes vary by time zone April 22: AMER | EMEA  virtual event at 8 a.m. PT | 4 p.m. BST April 23: APAC virtual event at 12 p.m. SGT Register now – Free
    0 Commentaires 0 Parts 27 Vue