
David | Studio 46
2.7K posts

David | Studio 46
@AtStudio46
Games focused on story and immersion Wishlist: https://t.co/E3Ij0rgOIV Newsletter: https://t.co/emesPXFlT4


Explaining why I, personally, hate Mixtape in just under 3 minutes of totally uninterrupted "gameplay" (Spoilers):

🟥🟩🟦DLP TECHNOLOGY!🤩🤩🤩 Using world position offset (WPO) to rotate a static mesh via its material, tied with a camera render target to sample runtime video data in RGB ... I made a TV! 😅 IT'S EPIC! IT'S UNREAL ENGINE 5!😇

When you look at the premade Unreal systems 70% of the AAA space uses it starts to make sense why they can only try to make depth by stacking a million Simon says states on top of eachother I too would give up if I had to make natural depth from this automated abomination

OUR DEMO IS OUT! Go play the first few hours of our witch academy RPG where the magic of the world is music! Your save will continue in the full game 😊 store.steampowered.com/app/1706510/So…


🚨 Steam will soon show estimated FPS before you buy a game, based on your PC specs and data from users with similar hardware 👀 Spotted by u/dex3108 via Steam Database.


Liftoff. The Artemis II mission launched from @NASAKennedy at 6:35pm ET (2235 UTC), propelling four astronauts on a journey around the Moon. Artemis II will pave the way for future Moon landings, as well as the next giant leap — astronauts on Mars.

Hippo fluid scene pushed to 100M particles made with HydroFX. Foam, bubbles, and spray all simmed together in one system for a cohesive result, fully GPU accelerated. Meshed + extra sand interaction in Houdini, final lookdev/render in Blender. Get HydroFX storm-vfx.com

I’ve been saying this since budgets hit $200M. Raising game prices to $100 isn’t the solution. It hasn’t worked, and it won’t. The problem isn’t the player. It’s how these games are being made. Studios need to get their costs, scope, and expectations under control.

Information on today's layoffs epicgames.com/site/en-US/new…

What's this? Info on Unreal's next-generation terrain solution? 👀 Full 3D, enabling overhangs and tunnels?! Multi-user non-destructive modifiers, and it can still import heightfields?! Both Nanite and trad LODs 🤯dev.epicgames.com/community/lear…

Jensen Huang: "If that $500,000 engineer did not consume at least $250,000 worth of tokens, I am going to be deeply alarmed. This is no different than a chip designer who says 'I'm just going to use paper and pencil. I don't think I'm going to need any CAD tools.'"

Peak co-creator is encouraging indie devs to break free from traditional polished development cycles. Instead, he says, prototype quickly and lean into the chaotic, social fun that these low-fi co-op titles deliver while the window is still open. "Make friendslop games before the fad dies."

Tens of thousands of physics-based enemies, now running on Steam Deck, in our indie game There Are Millions of Goblins. Using the 3D Neighbor grid setup for inter-particle collisions, I realised I'm able to detect the concentration of enemies at any given location. Turns out I could increase gpu performance by about 300%, by not rendering any goblins that are obscured by a horde layer above them. Still work to be done. We can make it even better - but this is an exciting step, and hopefully encouraging for players that worry their hardware couldn't handle it! #gamedev #indiedev




