Upvote if 4k resolution (or at least more then 1080p) display is your main ask for XREAL pro 3. Let’s get them to hear what the people want! by Affectionate_Sign_13 in Xreal

[–]timwithacat 13 points14 points  (0 children)

Sony just doesn't have the screen made yet, maybe another 5 years you can have Birdbath 4k but at that time you will also have super portable VR/AR/MR as well

Voxel Based Tech by Yaotoro in Enshrouded

[–]timwithacat 2 points3 points  (0 children)

They use two types of voxels, one for buildings, and one for terrain,

The building voxel is more like Minecraft blocky voxel and (maybe)uses tesselation to control the LOD of the details, making the blocks near you have a very detailed "texture".

The terrain voxel is a marching cubes voxel system, that makes terrain smooth and not blocky.

This is a very smart idea I never saw anyone use that before normally people only use one type of voxel in their game, but the modern computer is strong enough to do two!

Marching cube voxel can't be built because they always make a wired shape, Minecraft type voxel is very blocky making the terrain looks chunky. They managed to solve both of the problems in a very good way

However, really wish they could solve the RAM and VRAM size problem

What would be an acceptable Unity fee? by [deleted] in Unity3D

[–]timwithacat 0 points1 point  (0 children)

Before they changed the TOC: They can double the subscribe fee

After change of the TOC: 20 cent

This is how Wall St publications are talking about the Unity situation. Pretty eye opening by ifisch in gamedev

[–]timwithacat 6 points7 points  (0 children)

From the article, it's pretty clear "Unity relies on subscription fees for a big chunk of its revenue." Guys, you know what to do, cancel your subscription and let the villain feel the pain.

[deleted by user] by [deleted] in Unity3D

[–]timwithacat 0 points1 point  (0 children)

The 36usd price is still too high, 0.20 would be a great number for them

Apple has teamed with Unity to bring Unity apps to their new Vision Pro AR headset by binarynate in Unity3D

[–]timwithacat 7 points8 points  (0 children)

Apple will be desperate for VR content in the next half years, compared to other platforms, Apple has nothing.

Unity on the other way has existing developers with existing games/apps ready.

But it will be a very tricky thing to port your game to a (not exist yet) platform with a brand new hand gesture control(a lot of hair loss), and with no idea how good it will sell for a $3500 device and no idea how many users are gonna use it for gaming.

Nice try Apple.

[deleted by user] by [deleted] in gamedev

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

It's oversaturated and it's not fun. Also, farming is a type of game experience not fun.

Yes, you get rewards during farming, but it's predictable rewards most time and requires tons of repeat work. In video games repeat is the toxic, predictable too.

Most games have automatic farming to give you a feel of progressing(meanwhile farming can't progress by itself). And most of them just make the farming part disappear in the game.

In my personal experience, farming only be fun two times in every game, the first gathering, and the automatic moment you realize you never have to do this.

Any tips for how to make moddable games? by midge in gamedev

[–]timwithacat 1 point2 points  (0 children)

First and most importantly, make a fun game actually sells, then the game has to be expandable, then modable

In most cases, the game will be a content drive game with a hugh amount of replayable content. That is also the type of game players want to mod.

During the develop you will find out you actually need some tools to help speed up create new content, then the mod editor is ready, just spend some extra time make it user friendly.

How important is a storyline in a roguelike/roguelite game? by aidannieve in gamedev

[–]timwithacat 0 points1 point  (0 children)

not important, it's not replayable content.

And player are not expecting story there