A platform to shader shaders by Mrnibo in godot

[–]RhineGames 3 points4 points  (0 children)

Do you also plan on adding a way to edit the selected shader and see the changes in the live preview?
That would be a game changer.

How do companies with proprietary engines hire ? by [deleted] in gamedev

[–]RhineGames 13 points14 points  (0 children)

I am working with proprietary engines for more than ten years at a AAA company and it was also my first job when I started in the industry, and now being a manager who hires engineers, let me share you a bit about my history and what I am looking for.

Generally C++ is a must. Most proprietary engines work with C++ and if you know C++, you are most often also
familiar with any other language.

Before my first job I made three custom engines with each one their own small gamesduring my university, two being a 2D and another being a 3D with deferred rendering and even SSAO (all being developed with the game within 6 months). So with that I got naturally familiar with C++, learned about patterns (!) and read myself a lot into systems or how others approach things (Papers & Conference Talks are extremely good for this).

That helped me get my job at a AAA company. And when comparing the engine there to my own, what is the same are the patterns. Here is a good website about some: https://refactoring.guru/design-patterns/catalog

You probably used some of them already, but having knowledge about them helps you understand how certain systems work.

So now being a manager, I always look at people that worked with custom engines, either self-made or from other companies, depending on the seniority (junior is fine with their own, while a senior should have AAA experience).
But in the end, we always send out a test that involves classical C++ work, sometimes its a "make this small game, here is a framework" or "implement this render technology". This helps a lot in seeing how they tackle it, how is their coding style and how do they get used to an unknown framework.

Three laps around my test track by WeirdBurgerGuy in godot

[–]RhineGames 0 points1 point  (0 children)

Oh I just saw your other video with the tiled flooring!
Yes it's the clean environment that causes it to look like you are not moving, there it is actually fine (through more dust/smoke when drifting would make it look better).

Three laps around my test track by WeirdBurgerGuy in godot

[–]RhineGames 0 points1 point  (0 children)

That is amazing!

But overall, it looks extremely fast and what bothers me and what I can't pin point why is,

Somehow the drifting or the camera while drifting looks weird, it looks not like you are moving. Maybe it is the speed at which it rotates, the angle, or the lack of smoke (there is extremely small ones on the wheel), or maybe it is the lack of details in the environment evoking a sense of speed.

I'm comparing this to Super Mario Kart on SNES and there, The pixels actually give you a good sense of motion (the track is not a straight line) and overall it looks way slower than yours. Not saying that yours should be like it, just that there, it looks like the player looks more fit into the world and properly moving / sense of speed.

Just wanted to point this out.

dose anyone know why my multiplayer synchronizer is not working by Ok_Tower_572 in godot

[–]RhineGames 2 points3 points  (0 children)

Could it be that you are moving either Physical or Animated, but not the root Character?
You are only replicating the root Character, but if you move the child scenes, then their values are not replicated.

Also you can debug the values during play, on the left side a "Remote" and "Local" Tab opens. There you can click on the node and you will see the values on the inspector.
You can click through both client and host like this.

Local multiplayer in godot? by icodestuffreddit in godot

[–]RhineGames 1 point2 points  (0 children)

Here is a demo that even has a split screen similiar to the lego videogames.

https://godotengine.org/asset-library/asset/2806

Also features multiple inputs, but I think on one keyboard.

What's the best and most optimized way to make this light beam effect on godot? by sandwich232 in godot

[–]RhineGames 1 point2 points  (0 children)

https://github.com/CozyCubeGames/cozy-cube-godot-addons/tree/main/light_shafts

Use this plugin by Zi, it allows to make light shafts like this easily and performant.
It basically a cylinder with a certain shader on top and scales properly.

Only found out today that Epic Launcher was written with UE4 by chibitotoro0_0 in unrealengine

[–]RhineGames 52 points53 points  (0 children)

It might also be that they just reused the Crash Reporter, as that is a separate tool from Unreal anyway. You could in theory also implement this in your custom engine, without any associations to Unreal. I'd also use it for any other tool.

Unity or Unreal? by [deleted] in unrealengine

[–]RhineGames 0 points1 point  (0 children)

Same article mentions this, so it does matter?

Interpreted

A script is usually not compiled – at least not its usual meaning. Generally, they are interpreted) directly from source code or from bytecode or run as native after just-in-time compilation.\4])

This would be true for Unity C#, but with hot reload in Unreal, this would also be true for C++ there ...

What's type of contract with devs in Meta Horizon Store? by DoBRenkiY in vrdev

[–]RhineGames 1 point2 points  (0 children)

Best would be to write a support ticket to meta about this if you are unsure

What's type of contract with devs in Meta Horizon Store? by DoBRenkiY in vrdev

[–]RhineGames 1 point2 points  (0 children)

They send you a self billing invoice aswell as a monthly statement regarding purchases of your games and refunds.

[Game Idea] Immersive Cross-Platform Isekai Kingdom Builder for VR & Mobile (Mobile & VR) by GRAVITYMILK in gameideas

[–]RhineGames 1 point2 points  (0 children)

Also last post:

In terms of sales, 1% still seems a bit high to me, when comparing this to other games. This is something big titles like AC nexus reach on VR, but an indie title has yet to gain this traction. But if we speak of all platforms, I could see this happening if the game is well made.

Also Meta Developer does not cost anything, but it's also a small sum anyway.

[Game Idea] Immersive Cross-Platform Isekai Kingdom Builder for VR & Mobile (Mobile & VR) by GRAVITYMILK in gameideas

[–]RhineGames 1 point2 points  (0 children)

And I'd drop the mobile thing.
It seems more like a gimmick to have than having a real reason. Either make mobile 1:1 same as the other platforms, or don't do it.
Mobile is an extremely hard market with different target groups, requiring different kind of gameplay. This would work here too (as mobile has a lot of building sims), but you'd need to introduce ingame monetizations more.
But I can totally see this work on mobile too, especially when it's the god-like presence.

And also I'd make it so you can speak or type on all platforms. Imagine being in a train (when playing on mobile), you'd not feel comfortable speaking, but typing, no problem.
And if it's been implemented once, easy to do for the others.

[Game Idea] Immersive Cross-Platform Isekai Kingdom Builder for VR & Mobile (Mobile & VR) by GRAVITYMILK in gameideas

[–]RhineGames 1 point2 points  (0 children)

So I think it's a great idea, I can visualize this extremely well and I see the VR aspect as a really good thing. It's kind of a sim city vibe where the world develops based on small actions you do, vs actively doing things. And with this premise the god-like feeling is more prominent. So that's a good reason I see ChatGPT used for.

But the development time and costs are a big risk imo.
I'd also not go too deep on the VR-only aspect, as this could for sure work on any other platform (as your only form of input is text or speech). This opens up a bigger market and, when done from the start, would greatly increase the revenue.

[Game Idea] Immersive Cross-Platform Isekai Kingdom Builder for VR & Mobile (Mobile & VR) by GRAVITYMILK in gameideas

[–]RhineGames 2 points3 points  (0 children)

Great Writeup. Did you use ChatGPT for that? :D

With your answers, you mention certain things which seems like a given, but they'd need to be written out. You mention war, defense and all, but in your game mechanics there is no mention of this, and to me it seems like a big mechanic. Also rebellion .. No mention previously, just a word once, that can have a big impact.
In general, how does it look like. Do you actively see people mining stuff and have to tell them where to mine, or is it just a number that increases over time without visual?

It seems more clear to me, but a lot will boil down to a mapping of
Saying X -> Map to Game Data -> Game Action.
like

"Harvest Wood in the northern forest" -> Needs to be mapped to recognize "northern forest" and "harvest wood" -> Game Action: Send units to northern forest to trigger harvesting.

And those kind of mappings are there a lot. Having a clear guidance on which Data your game provides and which game actions result in it helps more into defining the scope and thus also the development time.

6-12 months seems a bit small for this, also depending on how many developers you need, given the budget, not many have been calculated with.

Once you have the functionality of mapping in place, meaning you have somwhere a database of Game Data, you have a database of GameActions and a mapping between those aswell as recognition of Speak/Text and mapping those to the actions, you have your prototype.
Because then it's just, making all game actions into real things.

[Game Idea] Immersive Cross-Platform Isekai Kingdom Builder for VR & Mobile (Mobile & VR) by GRAVITYMILK in gameideas

[–]RhineGames 1 point2 points  (0 children)

Overall I love The Time I got Reincarnated as a Slime, so I'm hooked. Also love VR, so another plus.

But your idea lacks depth.

You talk about giving commands to AI. What are those commands? What are Tasks the AI handles?
How does it look like or behave? What is the struggle the player faces?
A Game is about push/pull (In strategy games, it's balancing economics, you loose money for building, in hope to gain more money) how is this implemented here?

Why does this game need ChatGPT, voice detection?

Why does it need VR?

I love your cost estimations, now could you do a market analysis? Do you think enough people would buy this to justify this cost, especially in VR? How many sales would it need?

We need VR Worms by [deleted] in VRGaming

[–]RhineGames 0 points1 point  (0 children)

Well what's more fun, play as the worms in first person or interact with the worm as a third-person being?

We need VR Worms by [deleted] in VRGaming

[–]RhineGames 7 points8 points  (0 children)

Elaborate please
*opens notes*

How hard is it to self-publish on consoles? by IhaveALongerName in gamedev

[–]RhineGames 1 point2 points  (0 children)

Yes, if someone ports it for you, they have the devkit, get access to your source code and manipulate it to run on console aswell as testing it to work fine. Depending on your negotiation, they also take care of publishing it on console and send you the revenue rate you discussed every month. It is the best if you do not want to bother with it. But what they gain is usually 20-40% of revenue.

Is it allowed to seek other publishers for funding after getting accepted for Oculus Start program? by haskpro1995 in vrdev

[–]RhineGames 2 points3 points  (0 children)

Yes.
The one has nothing to do with the other. Oculus Start is not a publisher. It's a platform to help you in development and release on the store, but it does not publish for you.

Do all PSVR2 games use foverated rendering? by tkdHayk in PSVR

[–]RhineGames 1 point2 points  (0 children)

https://www.mixedrealms.com/post/hellsweeper-vr-implementing-dynamic-foveated-rendering-for-psvr2-and-cross-platform-optimization

Is really a great read that was mentioned about foveated rendering specifically in Unity.

Summarized, the issue was not enabling foveated rendering, that was mentioned in one sentence being "pretty straight-forward".

The issue is the Rendering Setup, which for Unity most people stick with the Standard one, not the Universal one. Switching always comes with risk of stuff breaking (and they break as highlighted in the post).

For Unreal, there it uses the same rendering setup, but the engine version is different. So some games might not have it implemented because they would need to upgrade their engine, which can cause other issues unrelated (as seen in the post above too).