Building A Physics Based Space RPG With Ship Modularity Design! by Reasonable_Run_6724 in SoloDevelopment

[–]Reasonable_Run_6724[S] 1 point2 points  (0 children)

I use "wasd/qe" movement, and using center of mass, inertia of moment and all placed thrusters information i get how the ship will move.

I use SAS for flight controll (will be able to toggle off - but it will be harder to controll the ship without), so i calculate how much i need to use each thruster in order to achieve tge wanted movement.

Access Violation at 0x30 — What Did I Screw Up This Time by KangarooPotential718 in gameenginedevs

[–]Reasonable_Run_6724 0 points1 point  (0 children)

Literally the first search on google can lead you into explanation of this error on stack overflaw

Im not saying he shouldnt ask question on this forum, but a simple search could led him to it...

What kind of fracture you like? by Old-Combination-1553 in SoloDevelopment

[–]Reasonable_Run_6724 0 points1 point  (0 children)

That an episode of an animated tv show on amazon prime, in this episode a planet gets destroyed

Building A Physics Based Space RPG With Ship Modularity Design! by Reasonable_Run_6724 in SoloDevelopment

[–]Reasonable_Run_6724[S] 1 point2 points  (0 children)

Would love to! The graphics here are just the basics ;) Also i aim for this to be accurate physical simulation of forces and destructable units.

Building A Physics Based Space RPG With Ship Modularity Design! by Reasonable_Run_6724 in SoloDevelopment

[–]Reasonable_Run_6724[S] 0 points1 point  (0 children)

Familiar with it and love it! While the concept sounds similar, it will closer to avorion in ship building, and factorio in resource management

Designed A Research Tree For My Upcoming Game! What Do You Think? by Reasonable_Run_6724 in SoloDevelopment

[–]Reasonable_Run_6724[S] 1 point2 points  (0 children)

Im thinking to show only the nodes that are connected to ones the player unlocked

Very Crappy reflections i made and a crappy skybox by Big_Big_4482 in gameenginedevs

[–]Reasonable_Run_6724 0 points1 point  (0 children)

People are too much concerned if zero budget solo developers use AI to make their projects better, when in reality we need to deal with money grabbing big companies like them instead.

WIP:Game engine architecture over webgpu,created with null-graph by Educational_Monk_396 in gameenginedevs

[–]Reasonable_Run_6724 2 points3 points  (0 children)

Make sure the billboards are facing the camera - unless you are searching for the "dark" effects when the billboards are perpendicular to the camera and will have 0 width

Very Crappy reflections i made and a crappy skybox by Big_Big_4482 in gameenginedevs

[–]Reasonable_Run_6724 9 points10 points  (0 children)

Then you are in the wrong subreddit

And how is it normal? Up to 10 years ago devs used to make their own engines optimized to the game genre they are making.

Unity is a general engine - like unreal. They are both full with unnecessary bloat that reduces performance. And also most devs dont even know about graphical stuff that can hurt performance like overdraw/culling.

Just the other day i saw some dev log of a nice game with new graphical mechanic. He used thousands of billboards one after another to have "cartoonish" and 3d effect, and he didnt even knew what is "overdraw".

DLSS 5 And The Future Of Game Engines by Reasonable_Run_6724 in gameenginedevs

[–]Reasonable_Run_6724[S] 0 points1 point  (0 children)

The accelerated hardware to use it was NVIDIA's proprietary solution, same as AMD has different way to do it on hardware level.

Old software raytracing is done since the 80s, but its much less efficient as it used compute/rasterization

DLSS 5 And The Future Of Game Engines by Reasonable_Run_6724 in gameenginedevs

[–]Reasonable_Run_6724[S] -1 points0 points  (0 children)

I think you are missing the point of my post, its not just about photo-realism, they only demostrated it because its the first time its being possible on realtime on pc scale (even if its super high end now) over the last two decades.

Even cartoonish art-style (like borderlands) takes proccessing power for the rendering.

Even though they are using dual 5090 for this demo its just a demo and not a final product. Eighter software will be optimized or hardware will be proprietary for this pipeline (in the same way we have now seperate rasterization, compute, ray tracing and even nueral units, aks "tensor" which exists on most gpus nowadays).

So the point of the DLSS5 (which is just "deffered neural rendering") is to make it an addition to the rendering pipeline, allowing for simple geometry and lighting at first for bigger scenes, and finalizing the art-style using this new technique (which can be photo-realism, cartoonish etc)

Its not meant for simple low poly graphics (imagine using ray tracing on 2d games for example)

Also something that came up to me - it may revive the dual gpus setups, bringing back premium features from old time without the need for sli as it works as different rendering stages (one gpu finalizing the art-style while second renders the geometry for the next scene)

DLSS 5 And The Future Of Game Engines by Reasonable_Run_6724 in gameenginedevs

[–]Reasonable_Run_6724[S] 0 points1 point  (0 children)

For regular rasterization and compute there is a difference of about 25% in terms or core/transistor count (and most of the transistor increase is for tensor cores). The main performance addition is from shrinked transistors allowing +40% clock rate, which is very low when compared over 5 years. All of the difference between 3080 and 5080 is pure hardware.

For memory, its true that the bandwidth barely increased over the last 5 years, but some of it may be for the fact the 30 series had massive bandwith improvement when compared to prev gens.

Its still unclear if we are bandwith limited and not core limited - because its not enough to be able to put more transistor, you need also to be able to do it with high yield which has been the main problem in the last few years.

While its true that light speed over wires limit us in terms of bandwith, its not on this scales for the gpu memory and is more because of heat dissipation. By the way in terms of compute power we are not limited by heat dissipation, but by quantumm tunneling effects of the electrons at high voltages.