O𝖆𝖐𝖑𝖊𝖆𝖋

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O𝖆𝖐𝖑𝖊𝖆𝖋

O𝖆𝖐𝖑𝖊𝖆𝖋

@Oakleaff_

One-man army | I like suffering, so I make (and rarely finish any) 3D things with #GameMaker and nowadays with #GodotEngine | Header by @stefscribbles

Finland Katılım Mart 2015
472 Takip Edilen2.5K Takipçiler
O𝖆𝖐𝖑𝖊𝖆𝖋
O𝖆𝖐𝖑𝖊𝖆𝖋@Oakleaff_·
Lots of BTS work, building a system to support arbitrarily shaped water areas (instead of just a flat plane). Also switched from wonky planar reflections to (a bit less) wonky screen space reflections (works pretty well for my use case. Gotta work on the physics... #GodotEngine
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O𝖆𝖐𝖑𝖊𝖆𝖋
O𝖆𝖐𝖑𝖊𝖆𝖋@Oakleaff_·
@Fanfare_Int @StormslayerDev "Asset" is a pretty broad term, including textures, animations, sfx and the like. Surely you don't actually think every game should start from scratch? Reusing assets allows the focus to be on the actual game, instead of of re-creating stuff for the sake of it.
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Fanfare
Fanfare@Fanfare_Int·
I disagree with Ubislop. If you need to reuse assets, it means you over-scoped or under-delivered. For an Indie Studio, it's not a deal breaker, but AAA companies have access to all of the talent they could ever ask for, but they don't because of stock tickers and venture capital. In every case that I can think of, the game is better as a tighter polished gem with less playtime, but then they couldn't arbitrarily raise the price year over year xD
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Stormslayer -HD Remasters/Gamedev
Stormslayer -HD Remasters/Gamedev@StormslayerDev·
Tbh this used to be looked down on pretty harshly but id take reused assets over generative AI. Game graphics are not improving dramatically like they once were, a lot of the time assets from years prior wouldn't look out of place in a game today.
PC Gamer@pcgamer

Asset reuse in videogames is essential, and we need to embrace it, says Assassin's Creed and Far Cry director: 'We redo too much stuff' pcgamer.com/gaming-industr…

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O𝖆𝖐𝖑𝖊𝖆𝖋@Oakleaff_·
@its_mirrors @Flaming_Grenade Sounds like exactly the type of effect for a (simple) shader? Pass the center ripple point as a uniform, use distance-based sine waves to offset vertices along face normals, sample surrounding points to find out new displaced normals. That, or a similar setup using normal maps.
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ItsMirror
ItsMirror@its_mirrors·
Trying to recreate the SM64 painting ripple effect. I think this looks close enough.
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O𝖆𝖐𝖑𝖊𝖆𝖋@Oakleaff_·
@WaveGameDev Very nice! How are you handling the water? I've found that getting a performant water sampling system is one of the biggest bottlenecks
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Tokyo Wave Rush
Tokyo Wave Rush@WaveGameDev·
@Oakleaff_ It's awesome seeing your progress on this! I had the same idea, but I'm trying it in Unity.
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FrogmanDev
FrogmanDev@FrogmanDev·
Found some more screenshots from my old game prototype 🔧 Would love to make a Dark Fantasy game some day 🤓
FrogmanDev tweet media
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O𝖆𝖐𝖑𝖊𝖆𝖋@Oakleaff_·
@XorDev Depends (also) on the quality/detail of the automation - you could probably automate eg. most of restaurant dish production, but the end result would likely not be up to (current) standards (?)
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Xor
Xor@XorDev·
If you pick circumstantial, what are the conditions?
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Xor@XorDev·
Is it better to automate any work that can be automated?
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O𝖆𝖐𝖑𝖊𝖆𝖋@Oakleaff_·
Why is it so hard to add a feature to switch button prompts when displaying gamepad controls in games? It'd be nice to be able to choose between ABXY/BAYX and PS-style prompts so that the GUI icons would actually be helpful. Many such cases!
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