Sabitlenmiş Tweet
PlayMedusa
10.9K posts

PlayMedusa
@PlayMedusa
We are physically attracted to games, like moths to light or cats to red laser dots. Check our games at https://t.co/ztGlb1MTfh
Canary Islands Katılım Aralık 2009
1.7K Takip Edilen1.5K Takipçiler

I'm leaving this social network, can't bear its owner nor everything he represents. I'll be available here
bsky.app/profile/playme…
And here
mastodon.gamedev.place/home
Hope to find you there!
English

Kindly reminder that I am way more active in BlueSky and Mastodon. Sorry, but I just don't like it here.
bsky.app/profile/playme…
@playmedusa/113369965164175684" target="_blank" rel="nofollow noopener">mastodon.gamedev.place/@playmedusa/11…
English
PlayMedusa retweetledi

@miriamne_ Thanks! Few things are as beautiful as trigonometry! ;)
English


Oh, I entered Ludum Dare this weekend with a shameless Puyo Puyo clone for a single player - so instead of fighting someone else you must push a huge salamander back so it doesn't eat your Tiny Creatures!
playmedusa.itch.io/tinybuns
#ldjam #ld56 #ludumdare
English
PlayMedusa retweetledi

Booo!
Just a reminder that if you're looking for a horror story set on #Halloween night, you can stop looking now!
Check out Horror Globes on Steam!
🎃 bit.ly/3jMwZog 🎃
#indiegame #indiedev #indiegamedev #horrorgame
GIF


GIF
English
PlayMedusa retweetledi

⭐️Looking for content creators and streamers!⭐️ If you are interested in creating content / streaming in exchange for a Steam Key please comment below! 💙🥕🍁 #cozygame #indiegame
English

@slashie_ The backlog does not control you. You control the backlog.
English

@MartiansGame I love Bubble Bobble and I've been following your project since you announced it, would love to try it! :D
English

@Griff_ Same here. And now my 11 and 8yo kids are reading them! They are already on the third and second book.
English

When I was 10 years old it was The Tripods Trilogy by John Christopher that triggered my life-long love of science fiction. After these books I pretty much read everything ever written by Asimov and Clarke... These days my own children (11/12) would say HP or the Skandar books.
Lev Grossman@leverus
My younger son (12) isn't much of a reader. He craves Roblox, Youtube Shorts, Fortnite, anything but a book. So I gave him the most brutally addictive novel I could think of, ENDER'S GAME ... and it's working. I think. But I can't think what to give him next. Suggestions?
English

Here's his first video. Would be nice if you shared! Might be useful for someone. Certainly for my colleague, at least :D
youtube.com/watch?v=8IkGfJ…
English

Are you #learning #spanish? A friend of mine is starting a new project where he plays #videogames while narrating them, slowly, in Spanish, explaining vocabulary and idioms. It's certainly a fun way of practicing #listening!
English
PlayMedusa retweetledi

I’m going to hijack Ray’s awesome post here and use it to talk about a particularly challenging engineering problem that we solve in No Man’s Sky, which arises as a direct consequence of our game universe being so astronomically large:
You all probably know about shaders, which are the primary basis for rendering rasterised graphics in games and also might know that large titles can have thousands of shaders, so that they can render a rich set of materials/meshes, particles, shadows, post fx .. and everything you see, in game.
We face a hard and complex task in #NoMansSky when it comes to these sort of shader combinatorics - not only as biome diversity and richness has grown over the years, but also because the exact set of shaders needed to render a planet or anything else that is procedurally generated is not known until it is calculated - nothing in NMS exists until the seeded generation produces the system, planet, ship, station (etc) or anything else that you then see on your screen! This aspect makes “shader loading” in our game more challenging than a lot of titles, where a traditionally designed/static world might allow you to have information about which shaders are going to needed, ahead of time.
One up front thing that we do know is the whole set of shaders that could possibly be needed to render anything in the game .. and right now that number is around 60 thousand. The 60 there is not a typo, but at least we can initially reduce this starting count by 2.5x with some hash reduction - it still leaves us with tens of thousands of shaders, though!
For console versions of NMS this huge shader set can be completely precompiled offline and then streamed in as needed - but on PC shaders have to be compiled and cached by the driver. To deal with such a large set requires quite a lot of extra work, in order to minimise hitching that would happen if a driver has to compile shaders (pipeline states) that it has not encountered before - Nobody on PC likes hitching, and pretty much every gamer has encountered FPS drops that are caused by this problem, across a large number of titles over the last decade, as game rendering complexity has grown.
When running from Steam, there is an embedded shader caching system, (introduced some years back) and this is very helpful for reducing initial load times or long compiles/loads when you update a driver.. but even with this system in place, every time we do a large update (or patch) that has changed a lot of our shaders, we gather data from QA - dozens of hours of real play or smoke-test shader usage, visiting hundreds of planets, dozens of stations, freighters and bases, so that we accurately know and can precompile 99.5% of the most common shaders in use, to minimise this kind of hitching - quite a mad amount of effort to solve something that is never mentioned in patch notes and all just happens behind the scenes!
Ray Reynolds@RayReynoldsNMS
#NoMansSky is BIG Like really Big You just wouldn't believe how vastly, hugely, mind-boggling big it is NMS has 18, 446,744,709,552,616 planets to explore, that's 18 Quintillion, with a Q It would take 255 BILLION years to see them all So, where to? @NoMansSky @hellogames
English

@PlayMedusa Consider adding an adblocker to your browser? uBlock Origin is pretty good.
English

@VenalithStudio Thanks! That's one out of 6 stages and just three out of 14 enemies :)
English

All enemies implemented, backgrounds integrated, FX and music there... And we even had time to change some enemy design and add new items! Less than one month to release! Plenty of time to polish, play test and catch bugs.
#gamedev
English

@pawel_developer Will look for you if I'm not following you already ;)
English






