Ardaria - Survival | Creative

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Ardaria - Survival | Creative banner
Ardaria - Survival | Creative

Ardaria - Survival | Creative

@Ardaria

A minecraft-like experience on UE5. Build mode prototype free on steam. Survival mode coming before dec 24. #sandbox #indiegame

Katılım Mart 2022
2 Takip Edilen103 Takipçiler
Ardaria - Survival | Creative retweetledi
JB Ardaria - Minecraft-like
⚡Today I did something I never did 🔨 Fixing my #1 mistake in life 🤐 I've never been the kind of guy to reach out to build connections 🚫 This time is over 🏆 I'm proud of what I'm creating 📨 Today I applied to @speedrun SR0003 for @Ardaria #buildinginpublic #gamedev
JB Ardaria - Minecraft-like tweet media
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Konrad ☁️
Konrad ☁️@CloudlessStudio·
r/gamedev is the worst place for gamedev
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Ardaria - Survival | Creative retweetledi
JB Ardaria - Minecraft-like
JB Ardaria - Minecraft-like@JB_Briant·
🌞 GM Ladies & Gents, not everyday is a victory... 📕 But as I #buildinpublic, I also share my struggles 🟦 Working with a voxel open world presents challenges 🤖 Procedural generation == real time aka computation by code 🔮 Must be predictable → the code must always produce the same exact result 🤩 VoxelPlugin works to display a planet in the screen by using different “level of details” 🔭 Far away → a low details 3d model is used 🎨 Close → The Planet surface becomes more detailed --- 💥 Sampling the surface means "using collisions to find points on a 3D model" 💰 This process is expensive, approx 4 milliseconds, which is 1/4 of a frame at 60 FPS 🚫 Cannot do it all the time or the game is laggy --- 💎 The solution is to SAVE / CACHE the results ⚠️ But... 🚫 Because Voxel planet updates -> you will have different points between sampling... 💨 A village vanishing when you approach it? Not super immersive 🧙‍♂️ Being sure of the correctness of the point is HARD 🧐 Because you NEED the highest level of detail 🤯 Therefore, today I struggled to find a good solution... 😉 But I have an idea, see you tomorrow ! #gamedev #indiegames #developer #SoftwareEngineering #UnrealEngine #procedural #voxel
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Ardaria - Survival | Creative retweetledi
JB Ardaria - Minecraft-like
JB Ardaria - Minecraft-like@JB_Briant·
🤩I reached my #buildinpublic goal for the day! 🌲Making good procedural environments for open world is about: - How far you can see - Fast to load - High diversity ✅Check the boxes = immersive open world --- ⏳Can now generate vegetation in less than 1mn, for 100 square km… 🐍 Sampling is done zone by zone, following a grid pattern around the player, like a snake 💫 The bigger the grid cell is, the less points we attribute to the cell 📊Performance is all about generating just enough data to make a cool world 😵 But not too much to not induce a lag spike --- #gamedev #indiegame #UnrealEngine
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Ardaria - Survival | Creative retweetledi
JB Ardaria - Minecraft-like
JB Ardaria - Minecraft-like@JB_Briant·
🏆A great day for survival games 📚Keywords: Unreal Engine Procedural Content Generation 📈I can generate thousands of square meters of vegetation super fast 🕘Tomorrow it’s optimization, on Twitch 📙I could write an article if you are interested in the technology #gamedev #indiegames #screenshotsaturday #buildinginpublic
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NEON | Keep Exploring
NEON | Keep Exploring@0x_neon·
GM! 🌞 Are you on the saturday grind? I reply to all comments|👇| say Hi
NEON | Keep Exploring tweet media
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Leo Sanders
Leo Sanders@LeoSandbox·
Hey everyone 🌟, it's been a while. I can't thank you enough for the outpouring of love and prayers after my last post. It truly meant the world to us during this challenging time. We have been through critical health issues, personal loss and taking the leap to quit my job after 10 years to pursue my dream of becoming a full time Indie Game Developer. 🕹️❤️ I'm excited to say we're back to working on our dreams and crafting worlds we hope you'll love - from our upcoming RPG 'Drakontias' to our spooky survival horror project. 🎮✨ Your support has been a light in the dark! Let's embark on this journey together. #IndieGame #IndieDev #GameDev
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Ardaria - Survival | Creative
@GameDevMicah If I understand correctly, you are using static mesh actors for the physic simulation and then update every instanced mesh to render them? No rendering for actors No physic for ISM
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GameDevMicah🤩Giantess Playground UE5
Testing on the 1080ti i7 machine shows the same results, even FPS, but the draw/RHIT times are cut in HALF with ISM batch frame updates instead of rendering the static Nanite meshes per 4,096 simulated actors. Moving this loop to c++ may make a #ue5 return for ISMs... I’ll try it
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