• اليوم جابو لنا خبر مزيان في عالم البزنس!

    180 Degree Capital أعلنت عن نتائج الاجتماع الخاص بمساهمينهم اللي صاير صباح اليوم، والموضوع هو الدمج المقترح مع Mount Logan Capital Inc. هاد الدمج كامل بالأسهم يعني ماشي عملية عادية، وكيما دايما، عندنا فضول كبير نعرفو شنو راح يجيب لنا هاد التغيير.

    شخصيا، كنت دايما نشوف أن الدمج بين الشركات يمكن يكون فرصة كبيرة للابتكار والنمو. نحب كيف الشركات تقدر تتطور وتتعاون مع بعضها رغم التحديات. يلا نتابعو واش راح يجي من هاد الدمج الجديد ونشوفو شنو راح يغير في السوق.

    كل واحد فينا عندو رأي في هاد الموضوع، ونتمنى يكون عندنا نقاشات شيقة حول المستقبل اللي ينتظرنا.

    https://www.globenewswire.com/news-release/2025/08/22/3137976/10573/en/180-Degree-Capital-Announces-Results-of-Special-Meeting-of-Shareholders-to-Approve-the-Proposed
    🌟 اليوم جابو لنا خبر مزيان في عالم البزنس! 180 Degree Capital أعلنت عن نتائج الاجتماع الخاص بمساهمينهم اللي صاير صباح اليوم، والموضوع هو الدمج المقترح مع Mount Logan Capital Inc. هاد الدمج كامل بالأسهم يعني ماشي عملية عادية، وكيما دايما، عندنا فضول كبير نعرفو شنو راح يجيب لنا هاد التغيير. شخصيا، كنت دايما نشوف أن الدمج بين الشركات يمكن يكون فرصة كبيرة للابتكار والنمو. نحب كيف الشركات تقدر تتطور وتتعاون مع بعضها رغم التحديات. يلا نتابعو واش راح يجي من هاد الدمج الجديد ونشوفو شنو راح يغير في السوق. كل واحد فينا عندو رأي في هاد الموضوع، ونتمنى يكون عندنا نقاشات شيقة حول المستقبل اللي ينتظرنا. https://www.globenewswire.com/news-release/2025/08/22/3137976/10573/en/180-Degree-Capital-Announces-Results-of-Special-Meeting-of-Shareholders-to-Approve-the-Proposed
    www.globenewswire.com
    MONTCLAIR, N.J., Aug. 22, 2025 (GLOBE NEWSWIRE) -- 180 Degree Capital Corp. (NASDAQ:TURN) (“180 Degree Capital”) today announced the results from its special meeting of shareholders to approve the proposed all-stock merger with Mount Logan Capital
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  • شفتوا هذا الخبر؟ Hovnanian Enterprises رايحة تدير عرض للمستثمرين في Midwest IDEAS Investor Conference في شيكاغو، في 27 أوت. هذا الحدث مشي كيما أي حدث، حيث راح يكون فيه تقديم مباشر من الإدارة العليا للشركة، والناس تقدر تتابع العرض عبر الإنترنت!

    أنا شخصياً، دايما تعجبني كيف الشركات الكبيرة تتفاعل مع المستثمرين وتخليهم على بال بكل جديد. كيفاش كي نروحوا للمعارض أو حتى نشاركوا في ورشات، يحسّ الواحد بالأجواء ويكتسب معلومات قيمة. حبيت الفكرة، لأنها تخلي كل واحد فينا يشوف الفرص اللي ممكن تتاح له.

    خلوكم متابعين وان شاء الله نسمعوا أخبار زينة بعد المؤتمر.

    https://www.globenewswire.com/news-release/2025/08/22/3137971/12793/en/Hovnanian-Enterprises-to-Present-and-Host-1x1-Investor-Meetings-at-the-16th-Annual-Midwest-IDEAS-Investor-Conference-on
    🔥 شفتوا هذا الخبر؟ Hovnanian Enterprises رايحة تدير عرض للمستثمرين في Midwest IDEAS Investor Conference في شيكاغو، في 27 أوت. 🙌 هذا الحدث مشي كيما أي حدث، حيث راح يكون فيه تقديم مباشر من الإدارة العليا للشركة، والناس تقدر تتابع العرض عبر الإنترنت! 📈💻 أنا شخصياً، دايما تعجبني كيف الشركات الكبيرة تتفاعل مع المستثمرين وتخليهم على بال بكل جديد. كيفاش كي نروحوا للمعارض أو حتى نشاركوا في ورشات، يحسّ الواحد بالأجواء ويكتسب معلومات قيمة. حبيت الفكرة، لأنها تخلي كل واحد فينا يشوف الفرص اللي ممكن تتاح له. خلوكم متابعين وان شاء الله نسمعوا أخبار زينة بعد المؤتمر. https://www.globenewswire.com/news-release/2025/08/22/3137971/12793/en/Hovnanian-Enterprises-to-Present-and-Host-1x1-Investor-Meetings-at-the-16th-Annual-Midwest-IDEAS-Investor-Conference-on
    www.globenewswire.com
    MATAWAN, N.J., Aug. 22, 2025 (GLOBE NEWSWIRE) -- Hovnanian Enterprises, Inc. (NYSE: HOV), a leading national homebuilder, announced that senior management will present at the Midwest IDEAS Investor Conference on Wednesday, August 27, 2025 at The In
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  • Payments in the Americas

    The Americas, led by the United States, Canada, and Brazil, now account for more than billion USD in annual video game revenue. This is one of the most valuable and competitive regions in global gaming, where success depends not just on great content, but on delivering seamless, localized checkout experiences. As players across North and South America demand more control, flexibility, and speed when making purchases, the payment methods developers offer can directly impact revenue, retention, and market expansion.Meeting gamers wherever they want to pay is no longer optional.United States: Faster and installment options gain steamIn the U.S., traditional credit and debit card dominance is waning. Players are adopting faster, bank-linked payment options and installment-based methods that offer both security and flexibility.Pay by Bank has rapidly grown in popularity, especially among mobile and younger users who prioritize speed and security. As of early 2025, nearly 9 million Americans use Pay by Bank each month. With major retailers backing the method, transaction volume is expected to surpass billion this year.In parallel, Affirm has emerged as a top Buy Now, Pay Laterprovider in the U.S. and beyond. Affirm has processed over billion in transactions over the past five years and now serves nearly 17 million active users. By enabling purchases in manageable installments, BNPL increases accessibility and boosts average transaction size, especially for higher-value bundles, subscriptions, and digital add-ons.Canada: Flexibility drives adoptionThe Canadian market shares many consumer behaviors with its U.S. counterpart, but it has its own unique payment dynamics. Canadian gamers, particularly younger ones, are showing strong demand for installment-based options that give them more control over spending.Affirm’s footprint in Canada is expanding fast. As of February 2025, Affirm is integrated at checkout across more than 279,000 retailers. This early adoption wave shows how developers can gain an edge by offering localized, flexible payments tuned to consumer expectations.Brazil: Mobile-first, subscription-readyBrazil stands out as one of the most mobile-driven gaming economies globally. Recurring payments and digital wallets are the default here, not the exception.Mercado Pago is one of the most widely adopted payment platforms in Brazil. As of Q1 2025, it reported 64 million monthly active users—a 31% year-over-year increase. For game developers, this platform isn’t just another option—it’s critical infrastructure. Its recurring billing features make it especially well-suited to live service games, battle passes, and subscription models.By adding support for Mercado Pago, Xsolla helps developers enable long-term monetization and retention while removing friction for a massive mobile audience that expects fast, familiar, and reliable payment flows.One infrastructure, multiple marketsThese regional payment trends aren’t just interesting; they’re actionable. Developers who integrate local methods can significantly increase conversion rates, reduce purchase drop-offs, and build trust in highly competitive markets.Platforms like Xsolla Pay Station now provide integrated support for these local options: Pay by Bank, coming soon in the U.S., Affirm in both the U.S. andCanada, and recurring billing via Mercado Pago in Brazil. With a single implementation, developers can reach more players using payment tools they already trust.Why it mattersThe stakes are high. Without support for local payment methods, developers risk underperforming in key markets. A generic global checkout can’t match the expectations of users who are used to specific transaction styles, like fast confirmation via Pay by Bank or the flexibility of BNPL.And when users don’t see familiar, trusted options, they abandon their carts. That’s not just a missed opportunity, it’s a loss of lifetime value. Retention and loyalty begin at the first purchase. Providing secure, localized checkout experiences lays the foundation for long-term engagement.What developers should do nowTo grow in the Americas, it’s no longer enough to simply localize game content. Payment localization is equally vital. Developers expanding into the U.S., Canada, or Brazil should evaluate whether their current checkout options match how players in those countries actually prefer to pay.Supporting Pay by Bank and Affirm in the U.S. opens the door to millions of gamers who want speed and flexibility. Adding Affirm in Canada addresses a growing demand among younger users. Enabling recurring billing through Mercado Pago in Brazil unlocks subscription revenue in a market that’s mobile-first by default.As the competitive landscape shifts, aligning payment infrastructure with regional preferences isn’t just smart, it’s essential. Game developers who do it well will not only unlock more revenue but also build stronger, more loyal player communities in the process.Read the original article here
    #payments #americas
    Payments in the Americas
    The Americas, led by the United States, Canada, and Brazil, now account for more than billion USD in annual video game revenue. This is one of the most valuable and competitive regions in global gaming, where success depends not just on great content, but on delivering seamless, localized checkout experiences. As players across North and South America demand more control, flexibility, and speed when making purchases, the payment methods developers offer can directly impact revenue, retention, and market expansion.Meeting gamers wherever they want to pay is no longer optional.United States: Faster and installment options gain steamIn the U.S., traditional credit and debit card dominance is waning. Players are adopting faster, bank-linked payment options and installment-based methods that offer both security and flexibility.Pay by Bank has rapidly grown in popularity, especially among mobile and younger users who prioritize speed and security. As of early 2025, nearly 9 million Americans use Pay by Bank each month. With major retailers backing the method, transaction volume is expected to surpass billion this year.In parallel, Affirm has emerged as a top Buy Now, Pay Laterprovider in the U.S. and beyond. Affirm has processed over billion in transactions over the past five years and now serves nearly 17 million active users. By enabling purchases in manageable installments, BNPL increases accessibility and boosts average transaction size, especially for higher-value bundles, subscriptions, and digital add-ons.Canada: Flexibility drives adoptionThe Canadian market shares many consumer behaviors with its U.S. counterpart, but it has its own unique payment dynamics. Canadian gamers, particularly younger ones, are showing strong demand for installment-based options that give them more control over spending.Affirm’s footprint in Canada is expanding fast. As of February 2025, Affirm is integrated at checkout across more than 279,000 retailers. This early adoption wave shows how developers can gain an edge by offering localized, flexible payments tuned to consumer expectations.Brazil: Mobile-first, subscription-readyBrazil stands out as one of the most mobile-driven gaming economies globally. Recurring payments and digital wallets are the default here, not the exception.Mercado Pago is one of the most widely adopted payment platforms in Brazil. As of Q1 2025, it reported 64 million monthly active users—a 31% year-over-year increase. For game developers, this platform isn’t just another option—it’s critical infrastructure. Its recurring billing features make it especially well-suited to live service games, battle passes, and subscription models.By adding support for Mercado Pago, Xsolla helps developers enable long-term monetization and retention while removing friction for a massive mobile audience that expects fast, familiar, and reliable payment flows.One infrastructure, multiple marketsThese regional payment trends aren’t just interesting; they’re actionable. Developers who integrate local methods can significantly increase conversion rates, reduce purchase drop-offs, and build trust in highly competitive markets.Platforms like Xsolla Pay Station now provide integrated support for these local options: Pay by Bank, coming soon in the U.S., Affirm in both the U.S. andCanada, and recurring billing via Mercado Pago in Brazil. With a single implementation, developers can reach more players using payment tools they already trust.Why it mattersThe stakes are high. Without support for local payment methods, developers risk underperforming in key markets. A generic global checkout can’t match the expectations of users who are used to specific transaction styles, like fast confirmation via Pay by Bank or the flexibility of BNPL.And when users don’t see familiar, trusted options, they abandon their carts. That’s not just a missed opportunity, it’s a loss of lifetime value. Retention and loyalty begin at the first purchase. Providing secure, localized checkout experiences lays the foundation for long-term engagement.What developers should do nowTo grow in the Americas, it’s no longer enough to simply localize game content. Payment localization is equally vital. Developers expanding into the U.S., Canada, or Brazil should evaluate whether their current checkout options match how players in those countries actually prefer to pay.Supporting Pay by Bank and Affirm in the U.S. opens the door to millions of gamers who want speed and flexibility. Adding Affirm in Canada addresses a growing demand among younger users. Enabling recurring billing through Mercado Pago in Brazil unlocks subscription revenue in a market that’s mobile-first by default.As the competitive landscape shifts, aligning payment infrastructure with regional preferences isn’t just smart, it’s essential. Game developers who do it well will not only unlock more revenue but also build stronger, more loyal player communities in the process.Read the original article here #payments #americas
    Payments in the Americas
    80.lv
    The Americas, led by the United States, Canada, and Brazil, now account for more than $100 billion USD in annual video game revenue. This is one of the most valuable and competitive regions in global gaming, where success depends not just on great content, but on delivering seamless, localized checkout experiences. As players across North and South America demand more control, flexibility, and speed when making purchases, the payment methods developers offer can directly impact revenue, retention, and market expansion.Meeting gamers wherever they want to pay is no longer optional.United States: Faster and installment options gain steamIn the U.S., traditional credit and debit card dominance is waning. Players are adopting faster, bank-linked payment options and installment-based methods that offer both security and flexibility.Pay by Bank has rapidly grown in popularity, especially among mobile and younger users who prioritize speed and security. As of early 2025, nearly 9 million Americans use Pay by Bank each month. With major retailers backing the method, transaction volume is expected to surpass $100 billion this year.In parallel, Affirm has emerged as a top Buy Now, Pay Later (BNPL) provider in the U.S. and beyond. Affirm has processed over $75 billion in transactions over the past five years and now serves nearly 17 million active users. By enabling purchases in manageable installments, BNPL increases accessibility and boosts average transaction size, especially for higher-value bundles, subscriptions, and digital add-ons.Canada: Flexibility drives adoptionThe Canadian market shares many consumer behaviors with its U.S. counterpart, but it has its own unique payment dynamics. Canadian gamers, particularly younger ones, are showing strong demand for installment-based options that give them more control over spending.Affirm’s footprint in Canada is expanding fast. As of February 2025, Affirm is integrated at checkout across more than 279,000 retailers. This early adoption wave shows how developers can gain an edge by offering localized, flexible payments tuned to consumer expectations.Brazil: Mobile-first, subscription-readyBrazil stands out as one of the most mobile-driven gaming economies globally. Recurring payments and digital wallets are the default here, not the exception.Mercado Pago is one of the most widely adopted payment platforms in Brazil. As of Q1 2025, it reported 64 million monthly active users—a 31% year-over-year increase. For game developers, this platform isn’t just another option—it’s critical infrastructure. Its recurring billing features make it especially well-suited to live service games, battle passes, and subscription models.By adding support for Mercado Pago, Xsolla helps developers enable long-term monetization and retention while removing friction for a massive mobile audience that expects fast, familiar, and reliable payment flows.One infrastructure, multiple marketsThese regional payment trends aren’t just interesting; they’re actionable. Developers who integrate local methods can significantly increase conversion rates, reduce purchase drop-offs, and build trust in highly competitive markets.Platforms like Xsolla Pay Station now provide integrated support for these local options: Pay by Bank, coming soon in the U.S., Affirm in both the U.S. and (soon) Canada, and recurring billing via Mercado Pago in Brazil. With a single implementation, developers can reach more players using payment tools they already trust.Why it mattersThe stakes are high. Without support for local payment methods, developers risk underperforming in key markets. A generic global checkout can’t match the expectations of users who are used to specific transaction styles, like fast confirmation via Pay by Bank or the flexibility of BNPL.And when users don’t see familiar, trusted options, they abandon their carts. That’s not just a missed opportunity, it’s a loss of lifetime value. Retention and loyalty begin at the first purchase. Providing secure, localized checkout experiences lays the foundation for long-term engagement.What developers should do nowTo grow in the Americas, it’s no longer enough to simply localize game content. Payment localization is equally vital. Developers expanding into the U.S., Canada, or Brazil should evaluate whether their current checkout options match how players in those countries actually prefer to pay.Supporting Pay by Bank and Affirm in the U.S. opens the door to millions of gamers who want speed and flexibility. Adding Affirm in Canada addresses a growing demand among younger users. Enabling recurring billing through Mercado Pago in Brazil unlocks subscription revenue in a market that’s mobile-first by default.As the competitive landscape shifts, aligning payment infrastructure with regional preferences isn’t just smart, it’s essential. Game developers who do it well will not only unlock more revenue but also build stronger, more loyal player communities in the process.Read the original article here
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  • Blender Developers Meeting Notes: 18 August 2025

    Blender Developers Meeting Notes: 18 August 2025

    By
    n8n

    on
    August 19, 2025

    Blender Development

    Notes for weekly communication of ongoing projects and modules.
    This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org.

    Reset various runtime data for writing files-Improve RNA performance tests flexibility.-Move VSync from an environment variable to an argument-Recognize ACES config un-tone-mapped view-Allow empty names in File Output node-Support strings sockets-Allow menu sockets for pixel nodes-Removing Sun Beams node-Don’t get/set PWD env var for working directory functions-Parallelize NURBS basis cache evaluation with Ocomplexity-Add cyclic curve offsets cache-Do not sample direct light when ray segment is invalid-Always add world as object-Create one box for vdb mesh instead of many-Render volume by ray marching through octrees-Compute volume transmittance using telescoping-Shade volume with null scattering-Volume Scattering Probability Guiding-Use RGBE for denoised guiding buffers to reduce memory usage-Use analytic formula for homogeneous volume-Add and update volume test files-Store octree parent nodes in a stack-oneAPI: Disable L0 copy optimization for several dGPUs-Use deterministic linear interpolation for velocity-Use one-tap stochastic interpolation for volume-Add material name collision mode-Shader:

    Add support for full template specialization-Rewrite default_argument_mutation using parser-Fix parser not being consistent-Replace template macro implementation by copy paste-Preprocess: Improve error reporting-Remove Shader Draw Parameter workaround-Add flag for shader debug info generation-Improve cyclical end cap rendering-Export other curve types to SVG-Edit Mode Pen Tool-Support extracting Vulkan & OpenGL args even when disabled-Add Apply Transforms option to obj exporter-Fix recursive resync incorrectly clearing hierarchy info.-Prevent matching collection items only by their index if a name and ID are provided.-Avoid quadratic vertex valence complexity for corner normals-Improve performance and compression, always compress-Allow Preferences editor to be opened in Maximized Area-Gray out or hide asset shelf toggle if not available-Center-align header modal status text-Prevent automatic mode switching in certain scenarios-Remove liboverride UI dead code, improve UI messages.-Prevent ‘liboverride’ ‘decorator’ button to control keyframes.-Widen Preferences Window-Theme: Move curve handle properties in common-Generalized Alert and Popup Block Error Indication-Tree View: Operator to delete with X key-Use UI_alert For Vulcan Fallback Warning-Remove unused theme properties-Warning When Dragging Non-Blend File Onto Executable-“Duplicate Strips” also duplicates referenced IDs-Add copy and paste operators to preview keymap-Improve Histogram scope for HDR content-Add scene assets through strip add menu-Clear Strip Keyframes from Preview-Enable Pie Menu on Drag for Preview Keyframe Insert-Add “Mirror” menu to preview strip menu-Disable descriptor buffers-Swap to system memory for device local memory-Destroy resources in submission thread-Update VMA to 3.3.0-Remove MoltenVK-Enable maintenance4 in VMA-Add message type for remote downloader messages to message bus-
    #blender #developers #meeting #notes #august
    Blender Developers Meeting Notes: 18 August 2025
    Blender Developers Meeting Notes: 18 August 2025 By n8n on August 19, 2025 Blender Development Notes for weekly communication of ongoing projects and modules. This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org. Reset various runtime data for writing files-Improve RNA performance tests flexibility.-Move VSync from an environment variable to an argument-Recognize ACES config un-tone-mapped view-Allow empty names in File Output node-Support strings sockets-Allow menu sockets for pixel nodes-Removing Sun Beams node-Don’t get/set PWD env var for working directory functions-Parallelize NURBS basis cache evaluation with Ocomplexity-Add cyclic curve offsets cache-Do not sample direct light when ray segment is invalid-Always add world as object-Create one box for vdb mesh instead of many-Render volume by ray marching through octrees-Compute volume transmittance using telescoping-Shade volume with null scattering-Volume Scattering Probability Guiding-Use RGBE for denoised guiding buffers to reduce memory usage-Use analytic formula for homogeneous volume-Add and update volume test files-Store octree parent nodes in a stack-oneAPI: Disable L0 copy optimization for several dGPUs-Use deterministic linear interpolation for velocity-Use one-tap stochastic interpolation for volume-Add material name collision mode-Shader: Add support for full template specialization-Rewrite default_argument_mutation using parser-Fix parser not being consistent-Replace template macro implementation by copy paste-Preprocess: Improve error reporting-Remove Shader Draw Parameter workaround-Add flag for shader debug info generation-Improve cyclical end cap rendering-Export other curve types to SVG-Edit Mode Pen Tool-Support extracting Vulkan & OpenGL args even when disabled-Add Apply Transforms option to obj exporter-Fix recursive resync incorrectly clearing hierarchy info.-Prevent matching collection items only by their index if a name and ID are provided.-Avoid quadratic vertex valence complexity for corner normals-Improve performance and compression, always compress-Allow Preferences editor to be opened in Maximized Area-Gray out or hide asset shelf toggle if not available-Center-align header modal status text-Prevent automatic mode switching in certain scenarios-Remove liboverride UI dead code, improve UI messages.-Prevent ‘liboverride’ ‘decorator’ button to control keyframes.-Widen Preferences Window-Theme: Move curve handle properties in common-Generalized Alert and Popup Block Error Indication-Tree View: Operator to delete with X key-Use UI_alert For Vulcan Fallback Warning-Remove unused theme properties-Warning When Dragging Non-Blend File Onto Executable-“Duplicate Strips” also duplicates referenced IDs-Add copy and paste operators to preview keymap-Improve Histogram scope for HDR content-Add scene assets through strip add menu-Clear Strip Keyframes from Preview-Enable Pie Menu on Drag for Preview Keyframe Insert-Add “Mirror” menu to preview strip menu-Disable descriptor buffers-Swap to system memory for device local memory-Destroy resources in submission thread-Update VMA to 3.3.0-Remove MoltenVK-Enable maintenance4 in VMA-Add message type for remote downloader messages to message bus- #blender #developers #meeting #notes #august
    Blender Developers Meeting Notes: 18 August 2025
    www.blendernation.com
    Blender Developers Meeting Notes: 18 August 2025 By n8n on August 19, 2025 Blender Development Notes for weekly communication of ongoing projects and modules. This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org. Reset various runtime data for writing files (commit) - (Hans Goudey) Improve RNA performance tests flexibility. (commit) - (Bastien Montagne) Move VSync from an environment variable to an argument (commit) - (Campbell Barton) Recognize ACES config un-tone-mapped view (commit) - (Brecht Van Lommel) Allow empty names in File Output node (commit) - (Omar Emara) Support strings sockets (commit) - (Omar Emara) Allow menu sockets for pixel nodes (commit) - (Omar Emara) Removing Sun Beams node (commit) - (Mohamed Hassan) Don’t get/set PWD env var for working directory functions (commit) - (Jesse Yurkovich) Parallelize NURBS basis cache evaluation with O(n) complexity (commit) - (Mattias Fredriksson) Add cyclic curve offsets cache (commit) - (Hans Goudey) Do not sample direct light when ray segment is invalid (commit) - (Weizhen Huang) Always add world as object (commit) - (Weizhen Huang) Create one box for vdb mesh instead of many (commit) - (Weizhen Huang) Render volume by ray marching through octrees (commit) - (Weizhen Huang) Compute volume transmittance using telescoping (commit) - (Weizhen Huang) Shade volume with null scattering (commit) - (Weizhen Huang) Volume Scattering Probability Guiding (commit) - (Weizhen Huang) Use RGBE for denoised guiding buffers to reduce memory usage (commit) - (Weizhen Huang) Use analytic formula for homogeneous volume (commit) - (Weizhen Huang) Add and update volume test files (commit) - (Weizhen Huang) Store octree parent nodes in a stack (commit) - (Weizhen Huang) oneAPI: Disable L0 copy optimization for several dGPUs (commit) - (Nikita Sirgienko) Use deterministic linear interpolation for velocity (commit) - (Weizhen Huang) Use one-tap stochastic interpolation for volume (commit) - (Weizhen Huang) Add material name collision mode (commit) - (Oxicid) Shader: Add support for full template specialization (commit) - (Clément Foucault) Rewrite default_argument_mutation using parser (commit) - (Clément Foucault) Fix parser not being consistent (commit) - (Clément Foucault) Replace template macro implementation by copy paste (commit) - (Clément Foucault) Preprocess: Improve error reporting (commit) - (Clément Foucault) Remove Shader Draw Parameter workaround (commit) - (Clément Foucault) Add flag for shader debug info generation (commit) - (Christoph Neuhauser) Improve cyclical end cap rendering (commit) - (Casey Bianco-Davis) Export other curve types to SVG (commit) - (Casey Bianco-Davis) Edit Mode Pen Tool (commit) - (Casey Bianco-Davis) Support extracting Vulkan & OpenGL args even when disabled (commit) - (Campbell Barton) Add Apply Transforms option to obj exporter (commit) - (Thomas Hope) Fix recursive resync incorrectly clearing hierarchy info. (commit) - (Bastien Montagne) Prevent matching collection items only by their index if a name and ID are provided. (commit) - (Bastien Montagne) Avoid quadratic vertex valence complexity for corner normals (commit) - (_илья __) Improve performance and compression, always compress (commit) - (Aras Pranckevicius) Allow Preferences editor to be opened in Maximized Area (commit) - (Jonas Holzman) Gray out or hide asset shelf toggle if not available (commit) - (Julian Eisel) Center-align header modal status text (commit) - (Pablo Vazquez) Prevent automatic mode switching in certain scenarios (commit) - (Sean Kim) Remove liboverride UI dead code, improve UI messages. (commit) - (Bastien Montagne) Prevent ‘liboverride’ ‘decorator’ button to control keyframes. (commit) - (Bastien Montagne) Widen Preferences Window (commit) - (Pablo Vazquez) Theme: Move curve handle properties in common (commit) - (Nika Kutsniashvili) Generalized Alert and Popup Block Error Indication (commit) - (Harley Acheson) Tree View: Operator to delete with X key (commit) - (Pratik Borhade) Use UI_alert For Vulcan Fallback Warning (commit) - (Harley Acheson) Remove unused theme properties (commit) - (Nika Kutsniashvili) Warning When Dragging Non-Blend File Onto Executable (commit) - (Harley Acheson) “Duplicate Strips” also duplicates referenced IDs (commit) - (Falk David) Add copy and paste operators to preview keymap (commit) - (Ramon Klauck) Improve Histogram scope for HDR content (commit) - (Aras Pranckevicius) Add scene assets through strip add menu (commit) - (Falk David) Clear Strip Keyframes from Preview (commit) - (Ramon Klauck) Enable Pie Menu on Drag for Preview Keyframe Insert (commit) - (Ramon Klauck) Add “Mirror” menu to preview strip menu (commit) - (Ramon Klauck) Disable descriptor buffers (commit) - (Jeroen Bakker) Swap to system memory for device local memory (commit) - (Jeroen Bakker) Destroy resources in submission thread (commit) - (Jeroen Bakker) Update VMA to 3.3.0 (commit) - (Jeroen Bakker) Remove MoltenVK (commit) - (Jeroen Bakker) Enable maintenance4 in VMA (commit) - (Jeroen Bakker) Add message type for remote downloader messages to message bus (commit) - (Julian Eisel)
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  • يا جماعة، كاش واحد فيكم تابع الأخبار اليوم؟ سمعتوا أن ترامب وزيلينسكي راهم رايحين يلتقوا في البيت الأبيض يوم الاثنين؟

    المقال هاد يشرح لنا التفاصيل الكاملة حول هذا اللقاء العالي المخاطر. كل واحد من هاذين الشخصيتين عنده أفكاره وأهدافه الخاصة، ولقاءهم ممكن يغير برشا حاجات على الساحة السياسية.

    شخصيًا، كي شفت الخبر، تذكرت كيف كنا نتناقش في الكلاسيكيات السياسية في الجامعة، كيف أن الواحد لازم يكون عنده استراتيجية واضحة وين ما كان.

    يلا، خلونا نتابعوا كيفاش راح تكون تطورات هاللقاء وكيف ممكن يؤثر على العالم!

    https://forbesmiddleeast.com/leadership/leaders/trump-and-zelenskyy-set-for-high-stakes-white-house-meeting-monday-heres-what-to-know
    #Trump #Zelensky #البيت_الأبيض #سياسة #HighStakes
    يا جماعة، كاش واحد فيكم تابع الأخبار اليوم؟ سمعتوا أن ترامب وزيلينسكي راهم رايحين يلتقوا في البيت الأبيض يوم الاثنين؟ 🤔 المقال هاد يشرح لنا التفاصيل الكاملة حول هذا اللقاء العالي المخاطر. كل واحد من هاذين الشخصيتين عنده أفكاره وأهدافه الخاصة، ولقاءهم ممكن يغير برشا حاجات على الساحة السياسية. شخصيًا، كي شفت الخبر، تذكرت كيف كنا نتناقش في الكلاسيكيات السياسية في الجامعة، كيف أن الواحد لازم يكون عنده استراتيجية واضحة وين ما كان. يلا، خلونا نتابعوا كيفاش راح تكون تطورات هاللقاء وكيف ممكن يؤثر على العالم! https://forbesmiddleeast.com/leadership/leaders/trump-and-zelenskyy-set-for-high-stakes-white-house-meeting-monday-heres-what-to-know #Trump #Zelensky #البيت_الأبيض #سياسة #HighStakes
    forbesmiddleeast.com
    Trump And Zelensky Set For High-Stakes White House Meeting Monday: Here’s What To Know
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  • يا جماعة، شحالكم؟

    سمعتوا أن ترامب قال بلي كلم بوتين باش يديروا ترتيبات للقاء مع زيلينسكي؟! المقال يتحدث عن الخطوات اللي قاعد يديرها ترامب في الوضع الحالي بخصوص النزاع بين روسيا وأوكرانيا. من عندو، الأمور رايحة نحو تصعيد جديد، ولا كيفاه؟

    بالصراحة، الموضوع هذا يخلينا نفكر في كيفاش السياسة تقدر تكون كالشطرنج، كل حركة عندها تأثير كبير. كيما يقولوا، "جميعنا لاعبين في لعبة كبيرة". وعلاش لا، ربما ترامب يكون هو البيدق اللي يقدر يغير مجرى اللعبة.

    خلينا نتابعوا كل جديد حول هذا الموضوع ونشوفو كيفاش راح تتطور الأحداث.

    https://forbesmiddleeast.com/featured/politics-security/trump-tells-zelenskyy-i-dont-think-you-need-a-ceasefire-during-white-house-meeting-live-updates
    #ترامب #بوتين #زيلينسكي #سياسة #جيوسياسية
    يا جماعة، شحالكم؟ 😄 سمعتوا أن ترامب قال بلي كلم بوتين باش يديروا ترتيبات للقاء مع زيلينسكي؟! المقال يتحدث عن الخطوات اللي قاعد يديرها ترامب في الوضع الحالي بخصوص النزاع بين روسيا وأوكرانيا. من عندو، الأمور رايحة نحو تصعيد جديد، ولا كيفاه؟ 🤔 بالصراحة، الموضوع هذا يخلينا نفكر في كيفاش السياسة تقدر تكون كالشطرنج، كل حركة عندها تأثير كبير. كيما يقولوا، "جميعنا لاعبين في لعبة كبيرة". وعلاش لا، ربما ترامب يكون هو البيدق اللي يقدر يغير مجرى اللعبة. خلينا نتابعوا كل جديد حول هذا الموضوع ونشوفو كيفاش راح تتطور الأحداث. https://forbesmiddleeast.com/featured/politics-security/trump-tells-zelenskyy-i-dont-think-you-need-a-ceasefire-during-white-house-meeting-live-updates #ترامب #بوتين #زيلينسكي #سياسة #جيوسياسية
    forbesmiddleeast.com
    Trump Says He Called Putin To Make ‘Arrangements’ For Putin-Zelenskyy Meeting (Live Updates)
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  • يا جماعة، شفتو آخر الأخبار؟ ترامب وبوتين عندهم قمة في ألاسكا، لكن المعلومات المهمة تسرّبت! بالضبط كيفاش كاين بعض المرات لما نطبعوا ورقة وننسوا نأخذوها، والنتيجة تكون فضيحة!

    المقال يتحدث عن تفاصيل القمة اللي كانت، من أوقات الاجتماعات، الأماكن وحتى الهدايا اللي تم تبادلها. تخيلوا معايا كيفاه تكون الأمور حساسة، خاصة في السياسة!

    على فكرة، هاد الشي يحطنا في بالنا، كيفاش التفاصيل الصغيرة يمكن تهدّد الأمور الكبيرة. كيما لما تحضروا عرس و تنسوا الدفتر تاع القائمة، كيفاش يولي كل شيء في قلق.

    لازم نفكروا مليح في كيفية التعامل مع المعلومات المهمة في حياتنا اليومية.

    https://forbesmiddleeast.com/leadership/leaders/details-of-trumps-alaska-summit-with-putin-left-in-hotel-printer-report-saysincluding-meeting-times-locations-and-gifts
    #ترامب #بوتين #سياسة #ألاسكا #تفاصيل
    يا جماعة، شفتو آخر الأخبار؟ 🤔 ترامب وبوتين عندهم قمة في ألاسكا، لكن المعلومات المهمة تسرّبت! بالضبط كيفاش كاين بعض المرات لما نطبعوا ورقة وننسوا نأخذوها، والنتيجة تكون فضيحة! المقال يتحدث عن تفاصيل القمة اللي كانت، من أوقات الاجتماعات، الأماكن وحتى الهدايا اللي تم تبادلها. تخيلوا معايا كيفاه تكون الأمور حساسة، خاصة في السياسة! على فكرة، هاد الشي يحطنا في بالنا، كيفاش التفاصيل الصغيرة يمكن تهدّد الأمور الكبيرة. كيما لما تحضروا عرس و تنسوا الدفتر تاع القائمة، كيفاش يولي كل شيء في قلق. لازم نفكروا مليح في كيفية التعامل مع المعلومات المهمة في حياتنا اليومية. https://forbesmiddleeast.com/leadership/leaders/details-of-trumps-alaska-summit-with-putin-left-in-hotel-printer-report-saysincluding-meeting-times-locations-and-gifts #ترامب #بوتين #سياسة #ألاسكا #تفاصيل
    forbesmiddleeast.com
    Details Of Trump’s Alaska Summit With Putin Left In Hotel Printer, Report Says—Including Meeting Times, Locations And Gifts
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  • يا جماعة، شحالنا نعيشوا في زمن غريب! ترامب في آخر تصريحاته قال إنه راهو يحضّر للقاء بين بوتين وزيلينسكي، وبعدها هيكون اجتماع ثلاثي معهم هو بنفسه. يعني، بعد ما تتلاقى الزعماء، راح يكون عندنا Trilat، اللي هي ثلاثة رؤساء في نفس المكان!

    شوف، الموضوع هذا مهم بزاف، خاطر الحرب في أوكرانيا راهي مستمرة والكثير من الأرواح تتأذى. ممكن هاللقاء يكون خطوة إيجابية نحو السلام. شخصياً، عندي أمل في هالنوع من الاجتماعات، خاطر الحوار هو الطريق الوحيد لتجاوز الأزمات.

    فكروا في هالشي: ممكن فعلاً نشوفوا نهاية للحرب، أو على الأقل بداية لمفاوضات حقيقية.

    https://fortune.com/2025/08/18/trump-putin-zelenskyy-meeting-face-to-face-ukraine-war-ceasefire/

    #سلام #مفاوضات #ترامب #بوتين #زيلينسكي
    يا جماعة، شحالنا نعيشوا في زمن غريب! ترامب في آخر تصريحاته قال إنه راهو يحضّر للقاء بين بوتين وزيلينسكي، وبعدها هيكون اجتماع ثلاثي معهم هو بنفسه. يعني، بعد ما تتلاقى الزعماء، راح يكون عندنا Trilat، اللي هي ثلاثة رؤساء في نفس المكان! شوف، الموضوع هذا مهم بزاف، خاطر الحرب في أوكرانيا راهي مستمرة والكثير من الأرواح تتأذى. ممكن هاللقاء يكون خطوة إيجابية نحو السلام. شخصياً، عندي أمل في هالنوع من الاجتماعات، خاطر الحوار هو الطريق الوحيد لتجاوز الأزمات. فكروا في هالشي: ممكن فعلاً نشوفوا نهاية للحرب، أو على الأقل بداية لمفاوضات حقيقية. https://fortune.com/2025/08/18/trump-putin-zelenskyy-meeting-face-to-face-ukraine-war-ceasefire/ #سلام #مفاوضات #ترامب #بوتين #زيلينسكي
    fortune.com
    "After that meeting takes place, we will have a Trilat, which would be the two Presidents, plus myself."
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  • هل تصدقوا أن ترامب وبوتين يجتمعوا في ألاسكا؟! الموضوع يخلّي القلب يدق!

    المقال يتحدث عن اللقاء بين هذان الزعيمان وكيف يمكن أن يؤثر على الساحة السياسية العالمية. ترامب في طريقه لمحادثات حارقة مع بوتين، وكل التفاصيل مرحب بها عبر التحديثات المباشرة. "اللي يشوف بعينيك، يعرف الحقيقة" - هذه الحكمة تنطبق هنا، لأننا نحتاج لنفهم كيف تفكر هذي الشخصيات الكبيرة.

    شخصياً، عندي فضول كبير حول كيف رح تكون الأجواء بيناتهم، والمواضيع اللي رح يتناولها اللقاء. كل واحد فيهم عنده آراءه، واللقاء هذا يقدر يكون نقطة تحول.

    خلينا نتابع مع بعض ونشوف شنو يصير، كل التفاصيل موجودة في المقال.

    https://forbesmiddleeast.com/featured/politics-security/trump-departs-washington-for-meeting-with-putin-live-updates

    #ترامب #بوتين #AlaSaka #Politics #LiveUpdates
    👀 هل تصدقوا أن ترامب وبوتين يجتمعوا في ألاسكا؟! الموضوع يخلّي القلب يدق! المقال يتحدث عن اللقاء بين هذان الزعيمان وكيف يمكن أن يؤثر على الساحة السياسية العالمية. ترامب في طريقه لمحادثات حارقة مع بوتين، وكل التفاصيل مرحب بها عبر التحديثات المباشرة. "اللي يشوف بعينيك، يعرف الحقيقة" - هذه الحكمة تنطبق هنا، لأننا نحتاج لنفهم كيف تفكر هذي الشخصيات الكبيرة. شخصياً، عندي فضول كبير حول كيف رح تكون الأجواء بيناتهم، والمواضيع اللي رح يتناولها اللقاء. كل واحد فيهم عنده آراءه، واللقاء هذا يقدر يكون نقطة تحول. خلينا نتابع مع بعض ونشوف شنو يصير، كل التفاصيل موجودة في المقال. https://forbesmiddleeast.com/featured/politics-security/trump-departs-washington-for-meeting-with-putin-live-updates #ترامب #بوتين #AlaSaka #Politics #LiveUpdates
    forbesmiddleeast.com
    Trump Meets Putin In Alaska (Live Updates)
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  • 'It is not our aim to grow, grow, grow:' Gamescom 2025 touts record exhibitors but organizers says quality is better than quantity

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 15, 20254 Min ReadImage via GamescomGamescom 2025 is less than a week away and the annual industry showcase has broken a deluge of records before a single person has stepped foot inside the cavernous halls of the Koelnmesse. The five-day event, which brands itself as Europe's leading trade fair for digital games culture, will host over 1,500 exhibitors from 72 countries in 2025. It's a notable first that organizers say will comprise the most diverse lineup in Gamescom history. To accommodate burgeoning exhibitor interest, Gamescom 2025 is expanding its footprint to a record 233,000 square meters. Record registration numbers mean it's a smart move, with last year's event attracting 335,000 visitors. Opening Night Live, the digital and in-person show that kicks off the event with a deluge of video game announcements, has also been moved to Hall 1 for the first time. The switch means 5,000 people will be able to attend in-person—although the showcase will also be streamed online for a global audience.Felix Falk, managing director of game—the German games industry association that owns the Gamescom brand and co-organizes the event with Koelnmesse—described interest in the show as "immense," but why has Gamescom flourished in the years following the pandemic when another major industry event that went by the name of E3 fell into ruin? Related:Speaking to Game Developer earlier this week, Falk suggested Gamescom weathered that storm and emerged stronger because organizers understood the importance of establishing a digital footprint even before COVID-19 left the world in stasis. Opening Night Live was part of that push to attract a global audience via the power of streaming, and Falk explained that almost 50 million people watched last year's Geoff Keighly-fronted opening salvo. That's a lot of eyes on the Gamescom brand. Falk said the pivot to a hybrid digital-meets-physical event that included online communities meant Gamescom was in "good shape" before the pandemic. But what about post-COVID? In a world where major publishers are by no means guaranteed to attend in-person events—largely because the likes of Nintendo, Sony, and Microsoft have all taken to saving their biggest announcements for their own digital directs—where is the value in meeting face-to-face?Gamescom organizer says face-to-face events close the 'emotional distance' between  developers and consumersFor both exhibitors and consumers, Falk suggested there is an "emotional" aspect to attending events in-person that is tough to replicate digitally." Related:"Being on-site is a totally different experience and much deeper and much more worthy for the companies and the games, compared to the digital format," he said. "You can see that if you head to the indie area, which is the biggest indie area we've ever had, and there you'll normally find the developer stood next to the game. You can talk to them—and they love the feedback. Of course, you could do a survey online and get feedback that way, but it's different from talking to each other." In short, he explained that in-person events close the "emotional distance" between developers and players to create experiences that simply cannot be replicated online. Falk described digital events as "fast" and "dynamic" by contrast, which makes them a unique proposition in their own right. So, by cultivating an online presence and letting people engage with the show virtually, Falk claimed Gamescom managed to become a "platform for the whole industry.""means you do find target groups and communities you normally don't reach," he added. "You also reach media or stakeholders who wouldn't normally come to your specific showcase, because you're a part of the biggest show worldwide for gaming."Making digital inroads also allows Gamescom to expand without stretching the in-person event to a breaking point. Discussing what long-term success means for the showcase, Falk explained he doesn't believe Gamescom will live or die based on "one KPI of scale." Related:In fact, he said organizers have been intentionally limiting attendance in Cologne to preserve the atmosphere of the show. "We don't want the atmosphere to be worse because we squeeze in too many people," he continued. "We could squeeze more in—which we don't—because the quality of the experience is important for the fans." Still, there is room for measured growth. Falk noted the record number of exhibitors was possible because there is still room to expand the show floor, but reiterated that "more" isn't the overarching plan. "We have more exhibitors than ever before, which is great because we still have space to grow, butis more about variety and diversity of content," he added. "It is not our aim to grow, grow, grow—because that doesn't make sense. It's more about the quality and most importantly the digital reach, which we have seen over the last few years is exponentially growing." Gamescom is also expanding into other regions such as Latin America and Asia, but we'll have more on that particular topic next week. Stay locked on Game Developer for more.Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:Top StoriesGamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #039it #not #our #aim #grow
    'It is not our aim to grow, grow, grow:' Gamescom 2025 touts record exhibitors but organizers says quality is better than quantity
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 15, 20254 Min ReadImage via GamescomGamescom 2025 is less than a week away and the annual industry showcase has broken a deluge of records before a single person has stepped foot inside the cavernous halls of the Koelnmesse. The five-day event, which brands itself as Europe's leading trade fair for digital games culture, will host over 1,500 exhibitors from 72 countries in 2025. It's a notable first that organizers say will comprise the most diverse lineup in Gamescom history. To accommodate burgeoning exhibitor interest, Gamescom 2025 is expanding its footprint to a record 233,000 square meters. Record registration numbers mean it's a smart move, with last year's event attracting 335,000 visitors. Opening Night Live, the digital and in-person show that kicks off the event with a deluge of video game announcements, has also been moved to Hall 1 for the first time. The switch means 5,000 people will be able to attend in-person—although the showcase will also be streamed online for a global audience.Felix Falk, managing director of game—the German games industry association that owns the Gamescom brand and co-organizes the event with Koelnmesse—described interest in the show as "immense," but why has Gamescom flourished in the years following the pandemic when another major industry event that went by the name of E3 fell into ruin? Related:Speaking to Game Developer earlier this week, Falk suggested Gamescom weathered that storm and emerged stronger because organizers understood the importance of establishing a digital footprint even before COVID-19 left the world in stasis. Opening Night Live was part of that push to attract a global audience via the power of streaming, and Falk explained that almost 50 million people watched last year's Geoff Keighly-fronted opening salvo. That's a lot of eyes on the Gamescom brand. Falk said the pivot to a hybrid digital-meets-physical event that included online communities meant Gamescom was in "good shape" before the pandemic. But what about post-COVID? In a world where major publishers are by no means guaranteed to attend in-person events—largely because the likes of Nintendo, Sony, and Microsoft have all taken to saving their biggest announcements for their own digital directs—where is the value in meeting face-to-face?Gamescom organizer says face-to-face events close the 'emotional distance' between  developers and consumersFor both exhibitors and consumers, Falk suggested there is an "emotional" aspect to attending events in-person that is tough to replicate digitally." Related:"Being on-site is a totally different experience and much deeper and much more worthy for the companies and the games, compared to the digital format," he said. "You can see that if you head to the indie area, which is the biggest indie area we've ever had, and there you'll normally find the developer stood next to the game. You can talk to them—and they love the feedback. Of course, you could do a survey online and get feedback that way, but it's different from talking to each other." In short, he explained that in-person events close the "emotional distance" between developers and players to create experiences that simply cannot be replicated online. Falk described digital events as "fast" and "dynamic" by contrast, which makes them a unique proposition in their own right. So, by cultivating an online presence and letting people engage with the show virtually, Falk claimed Gamescom managed to become a "platform for the whole industry.""means you do find target groups and communities you normally don't reach," he added. "You also reach media or stakeholders who wouldn't normally come to your specific showcase, because you're a part of the biggest show worldwide for gaming."Making digital inroads also allows Gamescom to expand without stretching the in-person event to a breaking point. Discussing what long-term success means for the showcase, Falk explained he doesn't believe Gamescom will live or die based on "one KPI of scale." Related:In fact, he said organizers have been intentionally limiting attendance in Cologne to preserve the atmosphere of the show. "We don't want the atmosphere to be worse because we squeeze in too many people," he continued. "We could squeeze more in—which we don't—because the quality of the experience is important for the fans." Still, there is room for measured growth. Falk noted the record number of exhibitors was possible because there is still room to expand the show floor, but reiterated that "more" isn't the overarching plan. "We have more exhibitors than ever before, which is great because we still have space to grow, butis more about variety and diversity of content," he added. "It is not our aim to grow, grow, grow—because that doesn't make sense. It's more about the quality and most importantly the digital reach, which we have seen over the last few years is exponentially growing." Gamescom is also expanding into other regions such as Latin America and Asia, but we'll have more on that particular topic next week. Stay locked on Game Developer for more.Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:Top StoriesGamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #039it #not #our #aim #grow
    'It is not our aim to grow, grow, grow:' Gamescom 2025 touts record exhibitors but organizers says quality is better than quantity
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 15, 20254 Min ReadImage via GamescomGamescom 2025 is less than a week away and the annual industry showcase has broken a deluge of records before a single person has stepped foot inside the cavernous halls of the Koelnmesse. The five-day event, which brands itself as Europe's leading trade fair for digital games culture, will host over 1,500 exhibitors from 72 countries in 2025. It's a notable first that organizers say will comprise the most diverse lineup in Gamescom history. To accommodate burgeoning exhibitor interest, Gamescom 2025 is expanding its footprint to a record 233,000 square meters. Record registration numbers mean it's a smart move, with last year's event attracting 335,000 visitors. Opening Night Live, the digital and in-person show that kicks off the event with a deluge of video game announcements, has also been moved to Hall 1 for the first time. The switch means 5,000 people will be able to attend in-person—although the showcase will also be streamed online for a global audience.Felix Falk, managing director of game—the German games industry association that owns the Gamescom brand and co-organizes the event with Koelnmesse—described interest in the show as "immense," but why has Gamescom flourished in the years following the pandemic when another major industry event that went by the name of E3 fell into ruin? Related:Speaking to Game Developer earlier this week, Falk suggested Gamescom weathered that storm and emerged stronger because organizers understood the importance of establishing a digital footprint even before COVID-19 left the world in stasis. Opening Night Live was part of that push to attract a global audience via the power of streaming, and Falk explained that almost 50 million people watched last year's Geoff Keighly-fronted opening salvo. That's a lot of eyes on the Gamescom brand. Falk said the pivot to a hybrid digital-meets-physical event that included online communities meant Gamescom was in "good shape" before the pandemic. But what about post-COVID? In a world where major publishers are by no means guaranteed to attend in-person events—largely because the likes of Nintendo, Sony, and Microsoft have all taken to saving their biggest announcements for their own digital directs—where is the value in meeting face-to-face?Gamescom organizer says face-to-face events close the 'emotional distance' between  developers and consumersFor both exhibitors and consumers, Falk suggested there is an "emotional" aspect to attending events in-person that is tough to replicate digitally." Related:"Being on-site is a totally different experience and much deeper and much more worthy for the companies and the games, compared to the digital format," he said. "You can see that if you head to the indie area, which is the biggest indie area we've ever had, and there you'll normally find the developer stood next to the game. You can talk to them—and they love the feedback. Of course, you could do a survey online and get feedback that way, but it's different from talking to each other." In short, he explained that in-person events close the "emotional distance" between developers and players to create experiences that simply cannot be replicated online. Falk described digital events as "fast" and "dynamic" by contrast, which makes them a unique proposition in their own right. So, by cultivating an online presence and letting people engage with the show virtually, Falk claimed Gamescom managed to become a "platform for the whole industry.""[The hybrid setup] means you do find target groups and communities you normally don't reach," he added. "You also reach media or stakeholders who wouldn't normally come to your specific showcase, because you're a part of the biggest show worldwide for gaming."Making digital inroads also allows Gamescom to expand without stretching the in-person event to a breaking point. Discussing what long-term success means for the showcase, Falk explained he doesn't believe Gamescom will live or die based on "one KPI of scale." Related:In fact, he said organizers have been intentionally limiting attendance in Cologne to preserve the atmosphere of the show. "We don't want the atmosphere to be worse because we squeeze in too many people," he continued. "We could squeeze more in—which we don't—because the quality of the experience is important for the fans." Still, there is room for measured growth. Falk noted the record number of exhibitors was possible because there is still room to expand the show floor, but reiterated that "more" isn't the overarching plan. "We have more exhibitors than ever before, which is great because we still have space to grow, but [success] is more about variety and diversity of content," he added. "It is not our aim to grow, grow, grow—because that doesn't make sense. It's more about the quality and most importantly the digital reach, which we have seen over the last few years is exponentially growing." Gamescom is also expanding into other regions such as Latin America and Asia, but we'll have more on that particular topic next week. Stay locked on Game Developer for more.Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:Top StoriesGamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • يا خوتي، شفتوا الأخبار على Rod Fergusson، المدير المعروف في Blizzard، راهو رايح بعد خمس سنوات؟! يعني هاد الشاب ولا البروفي اللي كان مسؤول على Diablo IV، قرر يصيب بروجي جديد، بصح تبقى الفاجعة في قلوبنا.

    علاه دايماً هكا، كيما العادة، كاين ناس يبدلوا بلاصتهم، وراك فاهم، الدنيا تمشي. والله غير نخمم، شحال من مرة حوسنا على شخصيات كيما هاد، وكيما العادة، في الاخر نلقاوهم يختاروا الطريق الجديد.

    يا صاحبي، نتاع Diablo، كانت عندو ظروف خاصّة، وهاك تشوف، كل واحد عندو مشاكله. بصح نزيد نقولك، هاد اللعبة ولاّت في قلوبنا، ونتمنى اللي يجي بعدو يكون عندو نفس الشغف.

    كنت نشوفه في كل تحديث، كل meeting، وكل جديد بصح، نحب نعرف، واش راح يدي بعد هاد الشي؟ راني ضارب دورة مع الفكرة، وديما نخمم
    يا خوتي، شفتوا الأخبار على Rod Fergusson، المدير المعروف في Blizzard، راهو رايح بعد خمس سنوات؟! يعني هاد الشاب ولا البروفي اللي كان مسؤول على Diablo IV، قرر يصيب بروجي جديد، بصح تبقى الفاجعة في قلوبنا. علاه دايماً هكا، كيما العادة، كاين ناس يبدلوا بلاصتهم، وراك فاهم، الدنيا تمشي. والله غير نخمم، شحال من مرة حوسنا على شخصيات كيما هاد، وكيما العادة، في الاخر نلقاوهم يختاروا الطريق الجديد. يا صاحبي، نتاع Diablo، كانت عندو ظروف خاصّة، وهاك تشوف، كل واحد عندو مشاكله. بصح نزيد نقولك، هاد اللعبة ولاّت في قلوبنا، ونتمنى اللي يجي بعدو يكون عندو نفس الشغف. كنت نشوفه في كل تحديث، كل meeting، وكل جديد بصح، نحب نعرف، واش راح يدي بعد هاد الشي؟ راني ضارب دورة مع الفكرة، وديما نخمم
    Diablo Boss Rod Fergusson Leaving Blizzard After Five Years
    kotaku.com
    The industry veteran was in charge of Diablo IV The post <i>Diablo</i> Boss Rod Fergusson Leaving Blizzard After Five Years appeared first on Kotaku.
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