guntha , to random French
@guntha@mastodon.gamedev.place avatar
guntha , to random French
@guntha@mastodon.gamedev.place avatar
guntha , to random French
@guntha@mastodon.gamedev.place avatar
collabora , to random
@collabora@floss.social avatar

news: Support for DRM format modifiers has landed & will be part of the upcoming Mesa 24.1 release It's last piece required to support GameScope and is important to making Zink+NVK a robust solution. Read more: https://www.collabora.com/news-and-blog/news-and-events/implementing-drm-format-modifiers-in-nvk.html

guntha , to random French
@guntha@mastodon.gamedev.place avatar
guntha , to random French
@guntha@mastodon.gamedev.place avatar

For this , I'm bringing some finishing touches in the map of our small point'n'click game. Hopefully it can soon be added to our Collection!

A screenshot of PsyCam: a room with some lava lamps, a laptop and a photo camera

guntha , to random French
@guntha@mastodon.gamedev.place avatar
guntha OP ,
@guntha@mastodon.gamedev.place avatar

I put the video for context in a reply, because for some reason putting it next to the gif is too much for mastodon.

The middle of a session of Fire Exit.

guntha , to random French
@guntha@mastodon.gamedev.place avatar
fell , to random
@fell@ma.fellr.net avatar

I just heard the bad news that I am probably going to need a new job starting in July.

So, before beginning the regular search, I wanted to ask my Fedi friends if anyone could use a capable C++ programmer with lots of graphics and networking experience. I wouldn't mind a change, so I'm open to anything. Even other programming languages! It would be awesome if I could use Linux to do the work. 🐧

Locations I would consider are: Central Europe, Melbourne, Sydney or Remote

🔁 Boost appreciated! 🙏

guntha , to random French
@guntha@mastodon.gamedev.place avatar
eniko , to random
@eniko@peoplemaking.games avatar

"If you make your own engine you'll never ship a game"

I'm here to tell you this is BS. Kitsune Tails uses a custom engine built on a custom framework all made from the ground up by yours truly. Neither of these were even remotely the bottleneck for development duration. Turns out that the thing that takes the most time when you're developing a game is all the stuff that is hyper specific to that game and can't be generalized anyway

Not to mention all the, you know, actual content that sits on top of the engine. I can write a json parser and serializer from the ground up in a day or two, but all the cutscenes I had to script for KT took many weeks

Then there's the fact that if I'd used an out of the box physics solution for Kitsune Tails I'm fairly certain I'd never have been able to nail the game feel it has, which is the most core thing to the whole experience

You don't have to make an engine but quit pretending doing it is the hard part of making a game. It fucking ain't

fell ,
@fell@ma.fellr.net avatar

@eniko I 100% agree. We shipped two titles with our own custom engine based on raw : https://store.steampowered.com/bundle/39119/WE_ARE_FOOTBALL_Franchise/

There is days where I wish I could just use existing rendering pipelines with all the bells and whistles, but on many other days I'm glad I have full control over the stack. The engine is full of game-specific hacks and that's exactly why we did it this way.

On top of all that, our own engine is more efficient and optimized than an off-the-shelf engine ever could be.

guntha , to random French
@guntha@mastodon.gamedev.place avatar
guntha , to random French
@guntha@mastodon.gamedev.place avatar

This week, I've been working on invisible stuff that will slightly improve lighting in our last game.

Meanwhile, Biiscuit has been working on some new props, which I'll show for this

She can do better but then her props wouldn't fit in the blocky Trenchbroom map :p And I'm currently still using the models' triangles for picking, I need to do better.

A screenshot of Blender showing a laptop model
A screenshot of Blender showing a screwdriver model

guntha , to random French
@guntha@mastodon.gamedev.place avatar

Plisitol Jam Collection is on sale again on @itchio!
https://plisitol.itch.io/jam-collection

-50% to get ALL our jam games, and you'll also get the next ones for free afterwards!

guntha , to random French
@guntha@mastodon.gamedev.place avatar
guntha , to random French
@guntha@mastodon.gamedev.place avatar
froyok , to random
@froyok@mastodon.gamedev.place avatar

I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

froyok OP ,
@froyok@mastodon.gamedev.place avatar

Finally !

Weeks (if not even months) or rework and I can finally render cubemaps.

Pretty happy about it, especially since the cubemap generation side of things took less than a day to write. My refactor worked out really well. :)

Video showing a reflective sphere showing the scene around. In the video the fog settings are toggled on/off to show the dynamic update on the sphere.

froyok OP ,
@froyok@mastodon.gamedev.place avatar

So once that was working, I quickly hacked in parallax correction for the cubemap and overriden Sponza floor to be mirror-like.

It now looks really great ! Time to clean up the code and expose everything on the editor side. :D

A looping gif of a camera panning inside Intel's Sponza scene. The floor reflects the pillar and a neon light.

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