MegaPunk Games

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MegaPunk Games

MegaPunk Games

@MegaPunkGames

Punks that build games. AI, physics, optimization, Unreal, Unity and everything in between. Get our MegaBoids plugin on Fab: https://t.co/TOkunEdgJb

Canada Katılım Mayıs 2025
181 Takip Edilen23 Takipçiler
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MegaPunk Games
MegaPunk Games@MegaPunkGames·
It's been too long in the making, life gets in the way like that. Alas, we have released our first of hopefully many #UnrealEngine plugins, MegaBoids! MegaBoids is an ambient AI group movement plugin. Distributed through @EpicGames @fab fab.com/listings/b6add…
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MegaPunk Games
MegaPunk Games@MegaPunkGames·
@Peteralm_ Roblox started as a physics engine as far as I'm aware. The fact their solver is crap is shameful and makes you wonder how on Earth did it get so popular...
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MegaPunk Games
MegaPunk Games@MegaPunkGames·
@ccallac7 I see and that is because your worlds are procedural, right?
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Charlie Callahan
Charlie Callahan@ccallac7·
@MegaPunkGames The minimap image is created during world generation on the CPU by just stamping trees onto the world and setting colors based on the biome. Then its saved as a png with the save file.
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Charlie Callahan
Charlie Callahan@ccallac7·
Added a ton of improvements to the minimap: Biome based coloring AO+shadowing to terrain Tree sprites
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Benji
Benji@BenjiGameDev·
big map mini map
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MegaPunk Games
MegaPunk Games@MegaPunkGames·
@iamcloudyfocus @BenjiGameDev I'm working on our map system at work (not MegaPunk) and we are using RVTs at editor time to produce texture tiles. We use 5 layers of RVTs that are then composed to a single texture. This allows LD to just do their thing and the map gets generated from commandlet
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MegaPunk Games
MegaPunk Games@MegaPunkGames·
@Dorizzdt Why is it there's such a discrepancy between people's view of AI code quality? Some people claim it can easily write better code than humans while other's claim it's so bad it needs to be rewritten all the time.
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Scott (Human) - 𐌃𐌏ᖇ𐌉乙乙𐌃𐌕
Terrain generation done. It now handle auto-ramps and biomes although I just have placeholder voxels in place. I made the mistake again. I need to stop doing this more and more of trying to cheat by using Fable to help out with complexity work in the game. EVERY TIME I USE AI I 'RAGRET' IT. I spent probably Friday -> Sunday now repairing the blast radius AI code left behind. It just writes bad code, I can explain micro details on where and how, but the sum of all is that it just generates bad code. The code is messy, it adds unnecessary performance overhead where I need to squeeze so much perf per frame and the more it spreads over the code base the more it just agitates the hell out of me further. That being said, its good to prototype some out-loud ideas. I am finding it does help prove some architectural thinking before you spend too much time heading down the wrong path. For me, I kept going back and forth on how to do the terrain tile placement matrix and what formula/algos to use. Pre-AI i'd probably spend hours going down the wrong path before learning "nope that just won't work" and then retreating back to a git save point to try a different approach. This gives me accelerated gains in that space, it lets me prototype the ideas early, tweak/iterate and then study how it found its way to a pathway. I then take the lessons learned and then apply actual human smooth brain hands on keyboard writing code to then choose the pathway that I know doesn't shit all over the code base. Anyway. I really need to stop assuming Ai will save me in parts where I know better that it will always be served to go down hand-coded routes over AI. AI in actual production grade game development code is so far never proven its value beyond prototype sugar fixes. Besides writing code in Rust/Bevy tbh is easy and a lot of the heavy lifting is there before you turn up. #indiedev #indiegame #gamedev
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Over Jump Rally
Over Jump Rally@OverJumpRally·
@MegaPunkGames @DMeville You wrote "Configure your setup for regular online backups and youre good." Which is NOT source control; it's a backup. Two very different things.
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Dylan Meville
Dylan Meville@DMeville·
Unreal Devs: What do you use for version control? Where do you host? Need to migrate my SVN repo to a new host (old host is shutting down), or choose a new vc+host, and looking for suggestions/input. I solo dev. I like simple. I just throw all my files into the repo
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Protopop Games
Protopop Games@protopop·
@MegaPunkGames A lot. I mean it's about global price increase for basically all tech, consoles and PCs.
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Protopop Games
Protopop Games@protopop·
GTA6 price in Canada is $125 and $160 after tax for the standard and ultimate edition respectively. Thats an increase of $20 compared to the average AAA game price here.
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Aherys
Aherys@aherys·
When suddently, in the trace 🥶
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MegaPunk Games
MegaPunk Games@MegaPunkGames·
@TurnKeyGamesTX And here I was thinking it's a game about modern economy and how impossible it is to find a reasonably priced APARTment 😂😂
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TurnKey Games
TurnKey Games@TurnKeyGamesTX·
A Third-person Adventure Unlike Any Other! Play as an Unlikely Duo, A Zombie Child and a Severed Arm.
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MegaPunk Games
MegaPunk Games@MegaPunkGames·
@Capetlevrai There is a real opportunity for studios to release their engines. Frostbite, Anvil, etc. could all change their business model to offer it to third party studios.
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CAPET ☀️
CAPET ☀️@Capetlevrai·
Je pense que l’âge d’or d’Ubreal Engine arrive gentiment à sa fin et qu’Unreal Engine 6 ne réglera pas les problèmes fondamentaux de performances Je pense que des nouveaux moteurs vont prendre le lead d’ici 3 ou 4 ans comme GoDot et peut être autre chose qui va arriver avec l’aide de l’IA Je serai pas étonné que de nombreux studios bossent sur leur propre moteur vu les progrès en IA car UE5 et bientôt le 6 sont des usines à gaz Beaucoup de départs et licenciements chez Epic Games en ce moment.
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Michal Staniszewski
Michal Staniszewski@bonzajplc·
Writing deterministic physics be like ... You need to keep your maths tight. There's no need to go full fixed floats or integers. We managed to quantize just impulses, since in HLSL atomic operations needs to be performed on ints. The result is what you see on the movie. This enables us to do multiplayer simulation since all the players will see exactly the same thing.
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MegaPunk Games
MegaPunk Games@MegaPunkGames·
@games_inu I think it's a hard cap in Editor, I get the same. But maybe it's editor vsync for you? It's a different cvar for vsync in editor vs ingame. Sorry I dont have the exact name on hand.
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Inu Games
Inu Games@games_inu·
I noticed that "t.MaxFPS 0" will still limit your fps in editor to 120, despite the tooltip says it should be unlimited. Only putting some big number works. Anybody knows why? #UE5
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