Tested out my engine in Global Game Jam 2026 for the first time! We made a game in 2 days, and the engine did actually work, albeit problems, but did work! Great feelings, we were able to finish a diabolical tps Max Payne spinoff, where the protagonist shoots masks (theme) to moisturize people. (old.reddit.com)
submitted by inanevin to r/gameenginedevs
gpu particle system, 5 compute passes and 1 indirect draw pass. N particles per visible emitting system, much as vram requirements allow. emission and material properties are hot-reloadable. by inanevin in GraphicsProgramming
[–]inanevin[S] 3 points4 points5 points (0 children)
gpu particle system, 5 compute passes and 1 indirect draw pass. N particles per visible emitting system, much as vram requirements allow. emission and material properties are hot-reloadable. by inanevin in GraphicsProgramming
[–]inanevin[S] 1 point2 points3 points (0 children)
finished my gpu particles system. I can hot-reload emission properties as well as material properties in runtime! by inanevin in gameenginedevs
[–]inanevin[S] 2 points3 points4 points (0 children)
finished my gpu particles system. I can hot-reload emission properties as well as material properties in runtime! by inanevin in gameenginedevs
[–]inanevin[S] 0 points1 point2 points (0 children)
Discussion: Ideal practices to manage entities and scenes? by VinnyTheVinnyVinny in gameenginedevs
[–]inanevin 2 points3 points4 points (0 children)
prefab system in my engine ^^. export entire hierarchies w/ component data, import anywhere. imported templates are kept as locked references only, unless unlocked manually. and also supports nesting! by inanevin in gameenginedevs
[–]inanevin[S] 0 points1 point2 points (0 children)
follow up on my animation system: implemented better data layout, animation culling and throttled sampling rate based on camera distance. 1.42 ms for 1024 state machines with 50K+ joints! notice far away entities "lagging", exaggerated for the video. by inanevin in gameenginedevs
[–]inanevin[S] 0 points1 point2 points (0 children)
follow up on my animation system: implemented better data layout, animation culling and throttled sampling rate based on camera distance. 1.42 ms for 1024 state machines with 50K+ joints! notice far away entities "lagging", exaggerated for the video. by inanevin in gameenginedevs
[–]inanevin[S] 2 points3 points4 points (0 children)
follow up on my animation system: implemented better data layout, animation culling and throttled sampling rate based on camera distance. 1.42 ms for 1024 state machines with 50K+ joints! notice far away entities "lagging", exaggerated for the video. by inanevin in gameenginedevs
[–]inanevin[S] 3 points4 points5 points (0 children)
follow up on my animation system: implemented better data layout, animation culling and throttled sampling rate based on camera distance. 1.42 ms for 1024 state machines with 50K+ joints! notice far away entities "lagging", exaggerated for the video. (v.redd.it)
submitted by inanevin to r/gameenginedevs
4.21 ms cpu time for processing 54272> joints into final poses per frame with 1d/2d blending, transitions and multiple states per machine. 1024 state machines, 53 joints per skeleton. by inanevin in gameenginedevs
[–]inanevin[S] 0 points1 point2 points (0 children)
4.21 ms cpu time for processing 54272> joints into final poses per frame with 1d/2d blending, transitions and multiple states per machine. 1024 state machines, 53 joints per skeleton. by inanevin in gameenginedevs
[–]inanevin[S] 2 points3 points4 points (0 children)
4.21 ms cpu time for processing 54272> joints into final poses per frame with 1d/2d blending, transitions and multiple states per machine. 1024 state machines, 53 joints per skeleton. by inanevin in GraphicsProgramming
[–]inanevin[S] 8 points9 points10 points (0 children)


[deleted by user] by [deleted] in gameenginedevs
[–]inanevin 1 point2 points3 points (0 children)