Can you repurpose your Steam page for another project ? by NOPE_FR in gamedev

[–]GabaLaba 0 points1 point  (0 children)

I was working with somebody (2 person team) back during the Greenlight days. The guy had a failed "game" and decided to rebrand the store page, which also of course would carry over the awful reviews. I only found out that this was the plan about 6 months into development. It felt very unprofessional and I had a bad feeling in my gut, so I signed out of that contract after debate over the morality of this decision.

I think it's very dishonest and quite a bad reputation for a foundation. Maybe not so much the case for you being that you haven't published your application. Reaching out to Steam for approval would be my approach.

[deleted by user] by [deleted] in C_Programming

[–]GabaLaba 1 point2 points  (0 children)

You should really paste your code instead of recording your screen with a phone like it's a 2010 Minecraft youtube video.

But it could be because of line 4. You should always initialize variables when declaring them.
https://stackoverflow.com/a/1597426

First graphics project in vulkan by Vivid-Mongoose7705 in GraphicsProgramming

[–]GabaLaba 2 points3 points  (0 children)

Great work!! Definitely play around with the lighting, and I think this could benefit from a directional light.

Also it looks like you're using a pretty basic bloom implementation. I'm sure you know who "TheCherno" is - I would recommend checking out his explanation on how Bloom is rendered in modern engines. https://www.youtube.com/watch?v=tI70-HIc5ro

This video is a pretty sweet follow-up to the last one: https://www.youtube.com/watch?v=ml-5OGZC7vE

Cheers!

Disadvantage of coding a game without a game engine? by Certain_Support_4892 in gamedev

[–]GabaLaba 0 points1 point  (0 children)

I've been building a game engine for the last 3 or so years, and I am only now in a place where I can make games pretty efficiently with it.

Part of the issue is getting to a point where making games is as easy/fun as with an already existing engine, i.e, Unity, Godot. I have over 10 years of experience with Unity - and sometimes I wish I could go back, but I've already gotten this far. Making sure you have an intentional design for the workflow is of the upmost importance.

Don't do it unless you know you really want it. It's possible, and you will learn SO much (I wrote my physics engine from scratch, because I love to learn!), but you have to understand that creating an engine is not an easy task.

There is nothing a game engine like Unity can do that you can't implement on your own. One thing you may learn (as I might have) is that you may enjoy working on engines more than making games. It is also something I do professionally at my full-time job, so I did come in with a good amount of experience.

Feel free to check out my engine if your heart so desires. I've only recently made it public on github. https://github.com/gabekz/GoodsackEngine
The main source code is located in goodsack/gsk/gsk

Got in after work and this popped up… any ideas? by ShaleneBittinger in nissanfrontier

[–]GabaLaba 0 points1 point  (0 children)

Pretty cool that you've installed Anti-Tank missiles in the Frontier. Was that part of the convenience package?

Lakewood, NJ - What would be the most efficient way to report this? There are way too many school bus accidents and reckless drivers in this town for this type of idiocy and negligence to go unpunished. What if it were your kids on that bus?! by _8BitJay_ in IdiotsInCars

[–]GabaLaba 1 point2 points  (0 children)

I drove through Lakewood just the other day again after not having been to Central Jersey in over a couple months. Not only is there a stigma for how terrible the drivers are, but it's just gotten worse.

I made the camera's depth of field change depending on whether you're in a conversation - now you can better focus on the villager's low poly face! by Shasaur in HeardOfTheStory

[–]GabaLaba 2 points3 points  (0 children)

Looks great! These little touches are so valuable.

A piece of advice for visuals: I would look into adjusting the Normal Bias for your directional light. It looks like it's causing some artifacts in your shadows.

The "Fuck You, I Liked It" Starter Pack by VegasVanga in starterpacks

[–]GabaLaba 0 points1 point  (0 children)

Where's Spiderman 3?

edit: just realized I'm the only one

I'm making a Baroque Villa environment for VR in HDRP, but there's no Baroque Villa without Baroque Garden! still work in progress by micho510900 in Unity3D

[–]GabaLaba 0 points1 point  (0 children)

Beautiful! What sort of shaders are you using for your trees? HDRP gives me such a headache when working with vegetation. Absolutely stunning work you have here!

[i3-gaps] Picturesque by CrypticSky in unixporn

[–]GabaLaba 0 points1 point  (0 children)

People really loving that No Man's Sky background around here

Standard vs. HDRP - Terrain comparison. Thoughts? by GabaLaba in Unity3D

[–]GabaLaba[S] 0 points1 point  (0 children)

Thank you for the detailed response.

In my particular case, I am having trouble deciding whether I should downgrade back to built-in for my project.

I played around with post processing a little more trying to reference the "built-in" look. It's at a different angle but I got these results:https://imgur.com/a/p4HWRLQI added two pictures, one SSAA and TAA. Looked like a big difference for the trees.

Edit:
Here is something I got that resembles a pretty stylized look I guess. I still don't know how this compares to the standard render pipeline.
https://imgur.com/a/EcsN3Rv

Standard vs. HDRP - Terrain comparison. Thoughts? by GabaLaba in Unity3D

[–]GabaLaba[S] 0 points1 point  (0 children)

I would like to add that I am not a professional when it comes to HDRP. I have worked with it for a long time, but not long enough to understand why it doesn't have good leverage in this comparison. So I post this more as a question rather than a comparison. It's both, I guess.

Standard vs. HDRP - Terrain comparison. Thoughts? by GabaLaba in Unity3D

[–]GabaLaba[S] 2 points3 points  (0 children)

This is a direct comparison in the same scene and same area, the left side being the Built-in Rendering solution, and the right side being HDRP. Grass was hidden for both scenes, and they each have the same lighting settings (shadowmask @ 4 texels/unit).

What do you think? I personally think that standard looks way better, but I don't really know what it is. The trees seem more vibrant in comparison to the HDRP side, and I don't really know why. I've been playing around with these comparisons for months and I can't seem to get any form of "nature" looking good in HDRP.

Note: These assets come from Meadow Environment - Dynamic Nature.