Something for anyone working on multiplayer networking for their game: while trying to fix my own game's netcode I did an update for my tool Rollback Diagnostic
The tool lets you create dumps from your game of multi-timeline world state and use a graphical viewer to explore them
A chain of blocks filled with numbers representing world states, colored green or red depending on whether or not they represent a correction of the client state due to rollback.
Reworked the First Person controller with Jolt Physics. ⚡
To test it out, I upgraded the spline system and built a train. 🚂
Now, let's see if the train can carry objects! 📦
Spoiler: Yes! ✅ #gamedev#indiedev#fps#joltphysics#gameengine
This week, one of the themes I created for the game is ice. It all started with the fact that there was no heating at home due to the shelling of evil on our infrastructure and it was very cold. So I decided to create ice in the game
heya! I'm making this scene where the girl on the left plays the song you hear, would you try to adapt it to the song itself, or is it fine the way it is? thanks (:
Finished refactoring water rendering to use the same chunk-based LOD system as the terrain, with frustum culling and async loading and stuff. No more missing chunks & holes & flickering, everything works smoothly! 🥰
We have a new #blog to replace the constantly-out-of-date News and Updates section of our homepage! Now you can follow us on #RSS and find all of our updates in one centralized place instead of scattered all over social media!
My dynamic water system is currently somewhat independent of the large-scale water created at world generation, which leads to some fun stuff like creating a layer of water...underneath existing water 😅
Friday the 13th, when you're a programmer and you have no electricity but only a laptop where you can do something simple, the basics for the complex parts for game project on Unreal Engine on PC. Generating a word with only the texture of the letters (MiniFont).
I decided to make an ice material, for this many people use the Custom Reflection Vector node. So I decided to explore that first, but I already know what it will be replaced with, I'll show you later.
Hello! I’m STILL a tiny Hawaiian punk mom living in Stockholm who writes fun, imaginative, hard-to-categorize #SFF usually featuring #indigenous or #diaspora futurisms.
I’ve been doing some profiling and optimization for the last few weeks. Result is that I can handle about 70 enemies on screen at the same time while staying above 30fps. I think that’ll work. #playdate#indiedev
The draw order was a headache (the obstacles were not hidden by the tunnel), at the end I draw all of them (tunnel + obstacles) as the same object, it solves a lot of things x)
The first time I ran this version on real hardware, the framerate was low (below 20fps), I've implemented sort of a LOD system for the tunnel and now I stay around 30fps, I think it will be my target (although the playdate can go up to 50)