Jesse (NIGHTCALL)

437 posts

Jesse (NIGHTCALL) banner
Jesse (NIGHTCALL)

Jesse (NIGHTCALL)

@HGD_Dev

La baguette 🥖🇫🇷 @highgamedef Lead developer of @nightcall_game And #TheCrew modder

France Inscrit le Mart 2022
224 Abonnements990 Abonnés
Bespoke (WIP)
Bespoke (WIP)@BespokeGame·
@HGD_Dev @burgeoisiee @Flashbang_here Fun game and the switching mechanic was great and brilliantly leveraged by the story but as I remember the plot was whacky and the villain seemed ripped from a comic book.
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@HorrorUntitled the fact that this is giving me a FUEL vibe even if the car is a mod, idk if it's the "scale" of things or just the vibe of Asobo Studio but I want to launch the game right now 😂
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Untitled Horror Game
Untitled Horror Game@HorrorUntitled·
I think what fascinates me so much about MS Flight Sim is that these are actual roads, places, mountains, rivers, etc., and I can just go anywhere in the world and drive and walk around, and I find that experience to be very compelling.
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burge ✝️
burge ✝️@burgeoisiee·
@Flashbang_here there are a solid 0 examples of a good racing game story unfortunately so it's hard to have faith in it
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@KingOwenFYI No. I created a few 3D models for this project but it takes too much time. this is a paid model
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dk
dk@dk19346848·
@HGD_Dev god it looks amazing, s40sx eh?
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Ben H
Ben H@amentialinked·
@HGD_Dev Tu as prévu de release le plugin quand ?
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Jesse (NIGHTCALL) retweeté
Matthew Kean
Matthew Kean@digisculp·
Been working on a full node-based PCG tool for Godot 4! Forked the original FlowNode project and expanded it into a much more complete visual generation framework: • 110+ custom nodes • Interactive 3D debugging/analysis • Subgraphs + loops • Mesh & spline sampling • New UI • Tons more Basically bringing AAA-style visual PCG workflows into Godot 4 without heavy scripting. GitHub: github.com/Framedworld/PC… #GodotEngine #Godot4 #GameDev #IndieDev #ProceduralGeneration #PCG #ToolsDev #GameDevelopment #OpenSource #LevelDesign
Matthew Kean tweet mediaMatthew Kean tweet mediaMatthew Kean tweet media
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@CSMajor67 You can bake a map with lightmapgi and use lpv, sdf or voxel gi on top but you will end up with 2 gi. If you're asking for baking the lpv it's not possible, just like sdfgi
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@estocman Since the cell size is calculated based on the area size there's no diff in perf in small area compare to large one, but rather a difference in resolution/accuracy
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EstocMan
EstocMan@estocman·
@HGD_Dev Super cool! I'm curious how efficient this is for small vs large areas?
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@tonyblu331 SSGI is a screen space technique unlike LPV which are in sun space. SSGI is still applied in the video just like SSAO (to fill the small gaps and prevent any leaks), but they have practically nothing in common and do not serve the same purpose. LPV are closer to VoxelGI or SDFGI
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Antonio Bonet
Antonio Bonet@tonyblu331·
@HGD_Dev How does it differs from SSGI or LPV? Looking rlly cool!
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
Most of the flickering caused by the sun's rotation has been fixed ! all that's left is a slight flicker when the GI aabb follow the active camera. I'll send a video later but in the meantime enjoy these screenshots (no cascades yet so the GI is on a uniform grid (~5m³ blocks))
Jesse (NIGHTCALL) tweet mediaJesse (NIGHTCALL) tweet mediaJesse (NIGHTCALL) tweet mediaJesse (NIGHTCALL) tweet media
Jesse (NIGHTCALL)@HGD_Dev

Testing LPVGI on Lumberyard Bistro after Crytek Sponza. Can't wait for the cascades to be implemented so they cover both distant objects and nearby/small ones. But aside from a bit of flickering in shadowed areas when the sun move, it works pretty well !

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