elementbound

1K posts

elementbound

elementbound

@elementbound

Building multiplayer stuff | netfox | noray | vest | plenticons | Eventually working on @synncorpdev https://t.co/WQ1DftkaX6

가입일 Kasım 2020
1.3K 팔로잉399 팔로워
elementbound
elementbound@elementbound·
@FR3NKD_DEV love how people are discovering this recently :D been using it for a long while and it's great!
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FR3NKD Dev
FR3NKD Dev@FR3NKD_DEV·
"Godots" Launcher. From now on I refuse to live without this! (1/2)
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elementbound
elementbound@elementbound·
@Zoroarts this thread is accidental gold, thanks for the tips!
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Zoroarts 🦈 Paddle Paddle Paddle OUT NOW
I don’t understand This mindest… Fellow Dev reached out with marketing questions. I Said them that sending out Steamkeys via Twitter DMs worked great for me and I also Sent out hundreds of Steamkeys via email and wrote a press release when the Demo for paddle paddle paddle launched. Their only answer was: But what if it does not work for me and I get no reply? No one knows that and we still do it all and hope for the best 😂🙏 if you go in with such a mindset, then just don’t be an Indiedev and maybe work at a AAA Company…
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melu 💋
melu 💋@dolly2002x·
@NormBreaker3 Unfortunately i think its the fact it uses GDscript, maybe if it used a less exclusive language
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Captain Ziri (ⴰⵎⵣⵡⴰⵔ ⵣⵉⵔⵉ) ꑭ
>Has all the functionalities Unity has >Launches in seconds >Light weight with only 100MB of storage and 1GB of RAM vs 10-20GB of storage and 4GB of RAM >Flexible architecture >No bloatware >Doesn't force you to create an account >fully free What's the point of Unity?
Captain Ziri (ⴰⵎⵣⵡⴰⵔ ⵣⵉⵔⵉ) ꑭ tweet media
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elementbound
elementbound@elementbound·
@ForrestTheWoods well yes, but also, if you can't summarize what you did in 80 characters then maybe it should be multiple commits
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Forrest Smith
Forrest Smith@ForrestTheWoods·
I am extremely irritated by 80 characters commit summary lines. My brothers in Christ it is the year two thousand and twenty six. We have robots that perform coding miracles no one dreamed possible four years ago. We have the technology to word wrap I promise you.
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RustCompiler
RustCompiler@RustCompiler·
@TheGingerBill @ladybirdbrowser I don't really understand all these people defending irrational decisions to write new project in unsafe language like C/C++/zig? They don't add any value to write safe software that is multithreaded, they just add some niceties that don't solve hard problems.
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elementbound
elementbound@elementbound·
@gamefromscratch @UnityCodeMonkey personally, the difficult part is where to reach my gamer audience - i know where to reach gamedevs because im in all the groups, but dont know about gamers
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Game From Scratch
Game From Scratch@gamefromscratch·
@UnityCodeMonkey Another super important add-on piece of advice to this, and a trap I see many #gamedev fall into. Your target audience isn't fellow game developers, it's gamers. They overlap certainly, but one is a very very very small portion of the other.
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Code Monkey
Code Monkey@UnityCodeMonkey·
Game marketing doesn't fix a game few people want. I'll say it again: MARKETING IS A MULTIPLIER. If your game is a Flappy Bird clone in 2026, even if you spend $5000 on ads you won't get any sales/wishlists. If your game has a base value of 0, then anything multiplied by 0 is still 0! So the most awesome most clever marketing in the world won't save a weak game idea. In order to find success you need to make something people are genuinely excited for. Test your idea's appeal early with real humans. If you do that then your odds off success are infinitely higher than if you just make "yet another 2D Puzzle Platformer"
Code Monkey tweet media
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elementbound
elementbound@elementbound·
@FR3NKD @polyfjord and yeah not even to mention the olden times where you did something, hit render, waited a few minutes, and then hoped it looked like what you wanted, otherwise time to repeat this same tweak-render-wait loop another 50 times
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elementbound
elementbound@elementbound·
@FR3NKD @polyfjord i remember how much of a leap it felt when blender introduced render preview - you could mess around with your scene and see it update. it was grainy and slow but the feedback loop was great. and now you just... get the render. while editing. damn.
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FR3NKD
FR3NKD@FR3NKD·
I was watching this video from @polyfjord yesterday and I was completely blown away by Cycles' improvements using DLSS. This isn't just an incremental improvement, this is a paradigm shift, the benchmark scenes literally ran like they were rendered in EEVEE. I am absolutely speechless, watching the video I felt butterflies in my stomach, maybe you think I'm being dramatic but growing up with the dream of real-time raytracing, rendering scenes on a shitty laptop for whole nights as a kid and then seeing this? It's really something...
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elementbound
elementbound@elementbound·
@JustDeezGuy @Waffl3x @rickasaurus we might be interacting with different people. I don't try to parse JSON / HTML / parenthesis languages with regex. neither do my peers. but even if people do, is it the tool's fault that it's being misused? and does that mean the tool is useless? I don't think either is true.
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elementbound
elementbound@elementbound·
@Waffl3x @JustDeezGuy correct take, OP's argument boils down to "i cant even hammer my nails with my screwdriver, screwdrivers are damn near useless"
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Alberta Tech
Alberta Tech@albertadevs·
I’ve been coding for more than a decade and I still have no fucking idea what a bean is
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elementbound
elementbound@elementbound·
@1v100000 @SoftEngineer for directional lights, you're right. but for point lights and spotlights, you can limit the light to a volume, outside of which it does not affect direct lighting. that can get you some big wins, especially with lots of small lights
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Diogenes of Cyberborea
Diogenes of Cyberborea@1v100000·
@SoftEngineer so what are you expecting here? log n? how are you supposed to do it better than linear? for a given pixel on a given polygon you've got to iterate over the lights to see how each one illuminates it. the alternative is ray tracing.
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Alex Goldring
Alex Goldring@SoftEngineer·
Unreal is a general-purpose engine. Users slap lights onto anything and everything. Having 100s of lights in a scene is not that rare. Attaching lights to special effects is common too, like muzzle flashes, explosions etc. A "traditional" engine might handle 4 lights in view, if you push it - maybe 16. You can, of course, go beyond that but the performance just drops off the cliff. So how do we go beyond that? We need some kind of an accelerated look-up structure. Clusters/froxels are one such structure, and this structure happens to be the most popular at the moment. @meinukey
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elementbound
elementbound@elementbound·
@iquilezles no, people knowing why they do what they do is indeed ordinary. what's not ordinary is typing huge amounts of code without pauses or referencing other material - hence the quoted post. it's like dude memorized hundreds of lines of code and just typed it out on video.
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elementbound 리트윗함
Mike Turitzin
Mike Turitzin@miketuritzin·
I just released my video about the engine (and game) I've been working on. The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible. Link in the reply! This is my first YouTube video and it took forever - please repost!
Mike Turitzin tweet media
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