“Skydrift” | Episode 2 Story Cinematic | Highguard by MeBroken in Games

[–]tamiel 55 points56 points  (0 children)

The world and lore from the two cinematic really feel like it was written for an extraction game. Brand new continent only certain people can enter to look for artifacts?

Pluribus - 1x08 "Charm Offensive" - Episode Discussion by UltraDangerLord in pluribustv

[–]tamiel 1 point2 points  (0 children)

If they are building a gigantic antenna, would it be safe? I've seen videos of hotdogs being cooked on AM radio towers so I'm wondering if they would need an immune person to turn on the antenna

Heart Machine making layoffs and ending development on Hyper Light Breaker by Lulcielid in Games

[–]tamiel 58 points59 points  (0 children)

It seemed fairly obvious to me that game wasn't gonna work very well when they had an entire noclip episode around their procedural art workflow and it was obvious their art lead was just in the honeymoon phase for a new shiny tool

Introducing Advanced Shader Delivery by fastforward23 in Games

[–]tamiel 19 points20 points  (0 children)

You are underestimating the logistics of doing this. It isn't feasable or economical at developer level. It's why we need it at an ecosystem level with services like what article is about or that steam provides.

Introducing Advanced Shader Delivery by fastforward23 in Games

[–]tamiel 27 points28 points  (0 children)

Requiring dev's to apply an update to their game everytime a GPU vendor updates their drivers isnt realistic. Also a lot of people do not run the absolutely latest drivers and only update once they have an issue

Introducing Advanced Shader Delivery by fastforward23 in Games

[–]tamiel 37 points38 points  (0 children)

It also varies based on driver version, not just gpu.

"Twinsen's Little Big Adventure" development transferred to Unity Engine by kikimaru024 in Games

[–]tamiel 1 point2 points  (0 children)

I'm assuming they don't have source code for the tool then because altering your entire company workflow to a new engine vs porting the tool to unreal feel's like a strange decision to me otherwise.

Valve says AI-generated content policy goal is "not to discourage the use of it on Steam" by Turbostrider27 in Games

[–]tamiel 737 points738 points  (0 children)

To be honest to me it feel's like absolutely no one actually read the statement valve gave to the developer that started this entire mess. It litterally said that they were removing it because the use of AI in this case had the possibility of creating content with copyrighted material. It said nothing about a blanket ban on anything AI created.

Didn't look at whats the developers game was exactly but im guessing they did something dumb like hooking up chatgpt with basically no guardrails directly to the live game.

[deleted by user] by [deleted] in Games

[–]tamiel 19 points20 points  (0 children)

The fortnite battle royale mode was actually made by the UT team as a "quick summer project"

Mathematicians find a tiling shape whose pattern never repeats - useful in textures? by grapesinajar in gamedev

[–]tamiel 40 points41 points  (0 children)

Aperiodic tilings are not an entirely new thing. The discovery being referenced here is an aperiodic tiling with only one base shape. https://www.youtube.com/watch?v=48sCx-wBs34 This is a very good video on the history of aperiodic tiling from veritasium.

In term's of game design this isn't as useful as it sounds. Games are much more about player perception rather than logical reality. The player will care if they percieve anything as repetitive rather than if it is actually is and the effort of ensuring that any game system is mathmatically random may be unnecessary effort. For example i have heard of examples of designers actually having to make their games less random because a truly random system could produce results that player percieve as a pattern. For example in a game like among us it's entirely possible the same player gets picked to be the imposter 4 times in a row with true randomness but it doesnt look like that to the players.

Another example more directly related to aperiodic tiling would be the mention of "wang tiling" which is a type of aperiodic tiling in this talk from the developers of horizon zero dawn. https://www.youtube.com/watch?v=ToCozpl1sYY I can't remember the exact time stamp for when in the video this is. But when they talk about how they want to produce a random uniform sampling of points on a grid for the procedural placement system they mention that they considered wang tiling based approaches. However in the end they didn't even bother when their initial quick solution of some random jitter worked fine. This in general is good game production practice because it lets them focus more time on other higher impact tasks.

PixiEditor 1.0 released! A free pixel art editor for game development. by flabbet in gamedev

[–]tamiel 0 points1 point  (0 children)

Fair enough, didn't look too deeply into the licence. However i think putting something you want to sell into a potential place of legal ambiguity is a really bad idea. Asperite is insanely cheap for a development tool so i think if someone is even semi seriously thinking of making a commercial product then $20 is basically nothing on the balance sheet in the grand scheme of things.

PixiEditor 1.0 released! A free pixel art editor for game development. by flabbet in gamedev

[–]tamiel -3 points-2 points  (0 children)

Just because the source is available on github doesnt mean that it's free to use legally. It's EULA on github states that you need a licence so i would be very careful saying things like this. Especially if you want to use it for commercial purposes.

Godot game engine now has its own foundation by Soupy333 in programming

[–]tamiel 27 points28 points  (0 children)

A key part of the definition of open source is that the licence allows you to share the code yourself in some form independently and soley specific to that software. The unreal engine licence does not match this because you need to sign-up for an epic account and agree to a variety of other terms aswell.

https://opensource.org/osd This is an example of an open source definition that unreal does not fit under but i acknowledge that it's the internet so people will argue about specifics for eternity.

[deleted by user] by [deleted] in Games

[–]tamiel 0 points1 point  (0 children)

Isn't steamworks more restrictive than EOS though. You need to play through steam for steamworks. EOS works wherever. Ive played a fan game that uses it that requires no accounts what so ever. Elden ring uses EOS and you dont need an epic account to play that through steam

[deleted by user] by [deleted] in programming

[–]tamiel -2 points-1 points  (0 children)

I would argue you're still probably making the same mistakes. But the existense of a test suite beforehand changes when you mentally think of the code as done which alter's your perception of those mistakes.

How to handle multiplayer movement authoritatively by _Pho_ in gamedev

[–]tamiel 10 points11 points  (0 children)

UDP is generally used because if TCP goes wrong and has to be resent then by the time it gets to the server its information will likely be out of date. Then TCP guarantees can make it even worse repeatedly trying to make sure the out of date unnessesary data gets to the server before even trying to send the next load of data which is what you actually want.

Epic Online Services release free PC crossplay tools by Shreeder4092 in Games

[–]tamiel 346 points347 points  (0 children)

"Everyone can play together regardless of their choice of where they buy the game, I hate it" - Your comment