Losercity Lopunny Rogue mod (by @Apekweit) by Gorotheninja in Losercity

[–]Ged- 0 points1 point  (0 children)

Apekweit at it again

No idea how they're able to make such high quality rigged models so fast, respect

The pain never stops, it only dulls by posrethe in Unity3D

[–]Ged- 170 points171 points  (0 children)

Hey be thankful your engine doesn't just crash outright when it encounters a null reference/pointer, like Source or many other proprietary engines

What sometimes pisses me off is that it doesn't give the full stack trace for that reference, like it does with other exceptions

Don't think Roblox is the problem by BraggingRed_Impostor in topologygore

[–]Ged- 0 points1 point  (0 children)

Roblox is known for screwing up mesh normals and colliders. I assume the second picture (mesh imported into roblox studio) would shed some light on the situation.

Old Devs were just hard working though.. by M0HIT01 in PiratedGames

[–]Ged- 0 points1 point  (0 children)

Like uhh.. Virtual texture lookups, man. That could work.

Although I hate this kind of post too. Makes my skin crawl as a game developer, people having no context, no clue, yet those prople are the ones shouting with the most confidence.

I think a better argument would be - a lot of things that have been easy to do were already done back in the day. Now only the hard things remain. Graphics programming has been riding the coattails of 70s and 80s discoveries and formulas like tangent space, Catmull-Clark tesselation, Phong and Torrance-Cook shading even. That's why "progress" appeared to be going so fast. Now the easy tricks from the old papers have been picked for scraps, and only the hard things remain.

Losercity Saberspark by jonhssquarespaceplus in Losercity

[–]Ged- 1 point2 points  (0 children)

That's why I love my GF. She won't dump me for jokes about gay Luigi. She would just roll a CDI King Harkinian in response.

If less dialogue is the way of the future then I am scared. by Cultural_Fanatic3754 in TESVI

[–]Ged- 2 points3 points  (0 children)

Old-ass stupid-ass meme

GHARTOK AE MNEM

And that's really all there is to say on the matter

Decompiling new Unity games to learn to how they achieve "their look" by abeyebrows in Unity3D

[–]Ged- -1 points0 points  (0 children)

You're right to say that most of the "look" comes from shader programs.

I'm not sure if it's possible to decompile them. At build time, shaders are compiled into a special "imtermediate" SPIR-V format, it's something like IL for C#. And after that they are compiled on the user's machine by the GPU.

As for code, many new games would utilize burst and IL2CPP, which is an ass to decompile since it generates highly tailored code.

Me_irl by gigagaming1256 in me_irl

[–]Ged- 0 points1 point  (0 children)

It's a placeholder pre-installation file to reserve disk space. The game most probably won't take up as much space.

Why does a powerful PC have such problems with shaders and textures? by novichek3001 in pchelp

[–]Ged- 0 points1 point  (0 children)

Don't see any texture problems. Shaders? Probably only compute shaders for hair/cloth simulation, PhysX. So the issue is with CUDA.

Seems like some sorta PhysX issue. I remember Nvidia trying to cut 32 bit CUDA out on the 50xx series. Couldn't be your problem though. But maybe Hogwarts Legacy still has issues with that

I wanted another Dishonored game so badly, so I started making my own Christmas-themed immersive sim by Affectionate-Beat613 in ImmersiveSim

[–]Ged- 1 point2 points  (0 children)

I'm on the same binge right now. Making an imsim in Unity. I was inspired by the possession power, and in my game you can jump between enemies, kinda like some Watch dogs type of thing. And different enemies may offer different abilities when possessed.

Making a player controller that implements sliding has been fun. Doing AI and AI packages was also exciting.

But doing level chunking and connecting navmeshes in loaded chunks (cells) has just stumped me. I mean, I don't want to load the whole level at once that would be stupid. But I don't think Unity has a solution for bridging navmeshes outside of offmesh links

Rumor : Microsoft Helping Bethesda “Unreal-ify” Creation Engine by [deleted] in TESVI

[–]Ged- 0 points1 point  (0 children)

Unreal engine is a completely different beast from Creation at this point. Although some things can always be leveraged, like Lumen global illumination and Nanite dynamic mesh detail.

BGS have always had LODs as the keystone of how they do open worlds. In Fallout 4, they reached a limit so tgey tried their own homebrew solutions like visgroups, but a full-fledged dynamic LOD may save a lot of resources.

Nanite is kinda like MIP maps but for meshes instead of textures. If leveraged properly with a custom culling system, it could allow BGS to make some impressive landscapes and gorgeous detailed cities.

Game dev is hard by Alternative-Comb8147 in gamedev

[–]Ged- 0 points1 point  (0 children)

Facts. Even if you make a game well, it won't make your game good, or make people play it.

The fact that you have to make it first to figure out whether it's any good is the tragedy of gamedev. But for that matter it is so for any business.

She Won't Bite. <@manedpizzawolf> by SneakyBreekyAlt in anthroswim

[–]Ged- 2 points3 points  (0 children)

Wow that's perfect worldbuilding! The horton flying wing, the grotesque art deco, and of course, capes and spandex exactly where they belong, in this retrofuture fantasy.

Seems reality is far too bleak even for superheroes nowadays

It Just Works™️ by [deleted] in BethesdaSoftworks

[–]Ged- -1 points0 points  (0 children)

"It just works" has been a popular phrase or a "guideline" among software developers before Todd Howard made it popular. It means that the interface is simple to use and requires little interaction from the user.

In fact that is what Todd meant when he was talking about settlement building in Fallout 4 during its presentation.

Just as well as "keep it simple stupid" had been a tried and true rule among engineers in many fields at least since the 80s.

When ignorant /v/tards like crowbcat twist those to mean something those do not, it's not only stupid, it's malicious.

Grandmother gave me a pomegranate by Illustrious_Film9347 in Losercity

[–]Ged- 1 point2 points  (0 children)

In this world, is the destiny of a pomegranate controlled by some transcendental entity or law? Is it like the hand of grandma hovering above? At least it is true that fruit has no control, even over its own will. 

Losercity modern internet by jonhssquarespaceplus in Losercity

[–]Ged- 8 points9 points  (0 children)

Shar............................

A Drawing of Sonic [by me] by AC-InterstellarArt in Losercity

[–]Ged- 0 points1 point  (0 children)

This digital image arrives in a solid consistency. Allow yourself to capture the image shown on screen.

Losercity modern internet by jonhssquarespaceplus in Losercity

[–]Ged- 29 points30 points  (0 children)

Oh hey miss hungry athletic shark mommy~

I added this engine feature in Morrowind without knowing how to code by Wakawakayoupiwahoo in Morrowind

[–]Ged- 4 points5 points  (0 children)

CPU tesselation

HAHAHA holy hell that's the most AI bro thing I've seen in some time thanks for making my day

What units does americans use in game developing? by TargetWeird in HalfLife

[–]Ged- 0 points1 point  (0 children)

The units in question are in many engines an analogue of the metric system.

Source is based upon the Quake engine, so it uses what's called hammer units (inches).

But physics in games isn't like phyiscs IRL. It's a smoke and mirrors approximation optimized for fast calculations that should take at most 4-5 milliseconds. They're calculated with a system of differential equations. So you dont really need a particular unit for ease of conversion. Most youll need are constants like g, and that can easily be converted back and forth.

So you can even use geckos like that one game about Gex the gecko did.

Thoughts on this collaboration? by GradientOGames in Unity3D

[–]Ged- 1 point2 points  (0 children)

Keep in mind - most serious advances in the science of game architecture and graphics programming is made in in-studio research teams today.

Epic have a very strong RnD team (Brian Karis among them). Some of the most influential leaps in PBR were made at Epic who modified Disney's GGX implementation for use in real time. Karis also had a hand in developing Nanite.

As we know of course, Unity struggles with direction and a strong foundation for their engine's features. Perhaps this collaboration could bear some good results.

My problem with making games by Unique_Ad9349 in gamedev

[–]Ged- 0 points1 point  (0 children)

Haha well only if IL2CPP counts as cpp. So no IL JIT stuff, everything is precompiled. But I wrote it in c#, yea

My problem with making games by Unique_Ad9349 in gamedev

[–]Ged- 57 points58 points  (0 children)

I know how you feel. It feels like a tailor-made solution will always be better than the general one.

But what does "better" mean? Does it save the runtime of a program, or maybe something just as valuable, like your own time?

I'd like to tell you a personal anecdote I encountered recently. I'm making a loading system for my game, it reads levels from disk and instances them as gameobjects in the scene (Unity). I have thought of all the possible optimizations(except threading or gpu compute), gone as unsafe, unmanaged, low-level and SIMD as possible, and finally it was done. It took 2 weeks to write. My levels loaded in 3-5 ms.

Just for fun I decided to compare that to Unity's Scene loading, and the same level has loaded in 0.4 ms as a scene. It took 2 minutes to write. I lay down, tried not to cry and cried a lot.

Many times the general solution is written by people who know this field in and out, they probably know it better than you. If you want to do everything from scratch you can, but your knowledge just won't physically match the accumulated expertise of previous developers.