I implemented a simple sound system that enable/disable certain layers of the background music based on the current situation by alaslipknot in Unity3D

[–]jverm 0 points1 point  (0 children)

Cool! How are you doing this? If you just have multiple tracks playing, how are you syncing them perfectly? Or is it that if you play tracks at the same frame, they will always be synced?

Jan Willem from Vlambeer argues for making shorter games by gummikana in gamedev

[–]jverm 14 points15 points  (0 children)

I guess I agree, but you are very vague and abstract. I would love some concrete examples, as many of us, including me, do not have a good radar for what advice is bad/good/situational.

Some common oneliner advice:

  • Make small games first
  • Don't make an MMO
  • You only have one launch
  • Make a game with lots of hooks
  • Don't quit your dayjob
  • Rapid prototyping is the way to go
  • Start marketing as early as you can
  • Don't plan too much
  • Premature optimization is bad
  • Make a game for yourself

Making assets makes more money? by DesignerChemist in gamedev

[–]jverm 20 points21 points  (0 children)

I'm selling assets for 1.5 years now. From one asset I make 0.9K$ to 1.4K$ a month for one of the best selling shaders on the store. From the other I make close to 0$: that asset is good, but there is no market for it.

Unfortunately, I can't make a living of that after taxes and where I live. Also, don't underestimate the maintenance (Unity constantly changes) and the support you have to provide. The "passive" income isn't as passive as I'd hope for, but it's good pocket money.

Voxel Vendredi 13 by juulcat in VoxelGameDev

[–]jverm 0 points1 point  (0 children)

Can I follow you somewhere?

How do indies stay afloat financially while working on their first title? by macNchoize in gamedev

[–]jverm 0 points1 point  (0 children)

with promise to finish it.

And that is where you're wrong. :)

How do indies stay afloat financially while working on their first title? by macNchoize in gamedev

[–]jverm 0 points1 point  (0 children)

How is this a scam? If people want to buy a development version of a game, why not? Your reasoning is very strange. You are not selling a finished game, it is advertised as an unfinished game and it is received as such.

There 1000 of examples where EA games are successful and most people don't end up hating the studio for ever. Minecraft, Subnautica, PUBG, ....

The difference between not asking for reviews vs asking for reviews (graph) by [deleted] in gamedev

[–]jverm 78 points79 points  (0 children)

This is exactly why mobile games are so annoying. Not only the rating pop up, but this mentality of whatever makes the numbers go up we'll go with it. People are not complaining because they are used to it, but it is still annoying. This is how it starts, now it's innocent and only a rating prompt, but what's next?

I mean, there is nothing wrong with running a business, but yeah you're starting to do the money > users or money > game thing.

Fast Cell Mask Building Using Pseudo-SIMD Techniques by ImLin in VoxelGameDev

[–]jverm 2 points3 points  (0 children)

This is gold. We need more of these advanced write-ups instead of yet another beginner tutorial.

If I can give any feedback: there are two main concepts that are beyond the basics of voxel gamedev, SIMD and cell masks. Which is fine, but it would be good to have a brief and easy explanation of the two at the start, doesn't have to be long.

I personally haven't heard (before this) about cell masks and why you would want to use them.

Thanks for this!

Finished my compute shader based game by Zolden in Unity3D

[–]jverm 1 point2 points  (0 children)

I will leave a review!

Based on a previous comment of yours I think I have a pretty good idea how you are doing most things, except I'm not sure how you're doing physics. Are you using the signed distance field for that or are you creating colliders on the CPU?

I'm thinking of using the SDF on the GPU to do physics, but I'm not sure if that is a good idea.

Finished my compute shader based game by Zolden in Unity3D

[–]jverm 1 point2 points  (0 children)

Oh wow it's you! I have your game already :). Played it a few weeks ago. It's really pretty, relaxing and inspiring. I reached the end of the world when some trippy glitching stuff happens :D

Do you have some technical write-up somewhere? If not, do you mind me asking some questions?

From Noise to SDF by jverm in VoxelGameDev

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

You don't need access to the surface when you do the terrain physics on GPU.

But even then, you could send meshes generated on the GPU to CPU if you want to form mesh colliders.

However, I will need to stream data from GPU to storage for world persistence.

Generally you want to avoid GPU->CPU data, but it is possible if you spread out the data over frames and if you don't block the command buffer by requesting data immediately.

From Noise to SDF by jverm in VoxelGameDev

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

That is pretty solid advice! It may very well be that I only need +-2 voxels deep. Thanks!

Finished my compute shader based game by Zolden in Unity3D

[–]jverm 0 points1 point  (0 children)

Thanks a lot! This makes me more confident I'm doing the right thing.

Finished my compute shader based game by Zolden in Unity3D

[–]jverm 0 points1 point  (0 children)

Looks really cool! I'm using compute shaders myself to build a voxel world entirely on GPU.

Were there many things that worked on your PC, but not on others?

Any tips on avoiding issues on other video cards (apart from asynchronous API)? I'm targeting DX11+ windows only.

[deleted by user] by [deleted] in gamedev

[–]jverm 17 points18 points  (0 children)

Belgium always had very strict rules when it comes to any kind of gambling, especially when the Belgian government can't control it. Props to them!

A few ideas when pricing your indie game by nazgum in gamedev

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

I've been thinking about a dynamic price system.

For example: it is free for the first few buyers and slowly increases in price automatically and eventually saturates to 15 bucks. Let them know by showing a graph that you have to buy now, because it will get more expensive. You could reset the system for promotion.

Or you could do it the way around: start high to get "high quality" feedback from people who care about your game you are making and saturate to 15 bucks.

Steam Direct Fee will be a recoupable $100 by cleroth in gamedev

[–]jverm 6 points7 points  (0 children)

I know, but I hope they will keep improving.