
MegaPunk Games
377 posts

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
Sabitlenmiş Tweet

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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@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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@ccallac7 I see and that is because your worlds are procedural, right?
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@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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@iamcloudyfocus @BenjiGameDev Runtime Virtual Texture. Typically used on landscape to reduce memory usage. We went this way because it allows artistic freedom (through the material) but can be automated.
I don't know of anybody using this technique but I was inspired by this article
stevestreeting.com/2025/06/03/cre…
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@MegaPunkGames @BenjiGameDev Thanks for the pointers! Gonna need to research RVT since I'm essentially 10 months into 3D, lol
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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
QME

map is a separate mesh that floats in the sky, just don't look up and you won't see it

CloudyFocus · Wishlist Adamant Heart!@iamcloudyfocus
@BenjiGameDev How did tou handle minimap creation? Is it a separate image, or generated from the mesh?
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@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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@BenjiGameDev How did tou handle minimap creation? Is it a separate image, or generated from the mesh?
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@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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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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@OverJumpRally @DMeville Fucking read instead of doubling down dude
"Bought a Raspberry Pi and installed GitLab myself."
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@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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I had an incident one evening where I was out camping in the van and couldn't sleep so I just sat by the fire. At one point I got up, turned around and saw that the van fridge had caught fire. It runs on propane and amonia. Kids were sleeping inside. Close call!
王@relieffleeting
2 hours difference between these pics I fell asleep and almost died
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@OverJumpRally @DMeville How is Git not version control? Lol
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@MegaPunkGames @DMeville That's not version control, that's just a backup.
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You can adjust Regrow speed to regrow thousands of plants in seconds instead of a long delay. #screenshotsaturday
Wishlist #CozyCountry on Steam: store.steampowered.com/app/4690240/Co…
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@protopop Strong US dollar + weak CA dollar = No toy for you!
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@MegaPunkGames A lot. I mean it's about global price increase for basically all tech, consoles and PCs.
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@aherys @kiromachris Having Generate Overlaps on moving actors is a real killer!
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@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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@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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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.
Français

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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I've tested the Steam machine—and at this price, I don't think it makes much sense pcgamer.com/hardware/gamin…
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@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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