Mike V

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Mike V

Mike V

@RealtimeVFXMike

I make games, real time vfx, and tools. That is all. Working on @prodeusgame

Wisconsin, USA Katılım Mayıs 2015
433 Takip Edilen3.1K Takipçiler
Mike V
Mike V@RealtimeVFXMike·
@Tom3dJay All this software is pointless. I just shine red and green lights on things.
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Mike V
Mike V@RealtimeVFXMike·
@Nomnom_ab @bastian_zip There is no need to set up links between static and dynamic areas because a full nav mesh is constantly being built all the time. We went with this because it usually just works and you don't have to think about nav stuff unless you see it acting up.
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Mike V
Mike V@RealtimeVFXMike·
@Nomnom_ab @bastian_zip You can exclude dynamic meshes that are outside the 128x64x128 bounds and smear the work of collecting dynamic meshes out across multiple frames until perf is where you want it.
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Mike V
Mike V@RealtimeVFXMike·
@bastian_zip You want the bounds to line up with the tile size or the nav mesh builder will be building partial tiles and more tiles than you needed and can cause cpu lag spikes. The nav mesh job will saturate all the cpu worker threads so you want it to be as predictable as possible.
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Mike V
Mike V@RealtimeVFXMike·
@bastian_zip There are no arbitrary limit to what designers can make. The nav mesh follows the player and when a monster leaves the outer bounds it despawns and its spawner is set to quick spawn whenever it is back within bounds.
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Mike V
Mike V@RealtimeVFXMike·
@bastian_zip The 64-ish meter range for the monsters is usually not noticacble as that would be a very large space and the monsters would be tiny on screen. We use a larger bounds for static and flying monsters that do not use the nav mesh so they can be active at farther distances.
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Mike V
Mike V@RealtimeVFXMike·
@bastian_zip Also, make sure your quantized bounds match the tileSize*voxelSize in your nav mesh settings. Our bounds are 128x64x128 and quantized to 16 which makes for 64 even sized tiles.
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Mike V
Mike V@RealtimeVFXMike·
@bastian_zip For performance you can bake a nav mesh for all the static objects and then use that with the dynamic objects. The green is the dynamic mesh and the blue is the static mesh. The platform has a small lip of nav only material to help close the gap from in the static mesh.
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Mike V
Mike V@RealtimeVFXMike·
@ZooL_Smith @AntonHand This is a common sense puzzle, the best kind of puzzle. It would work now just as it did then. A deigner just needs to think to do it and not get hung up on making a puzzle a puzzle.
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ZooL
ZooL@ZooL_Smith·
This puzzle wouldn't work in a modern "high fidelity" game. You wouldn't notice this cable, you'd have a bunch of other cables and too much details everywhere. Unless you purposely make the cable obvious by making it stand out, which breaks that realism you first wanted.
𝒩𝒾𝓀𝒻ℴ𝓇@Nikfor_

I miss the era with no yellow paint

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Mike V
Mike V@RealtimeVFXMike·
@AntonHand At first I was like, "What's he talkin about, these look good." But then they all looked good, and there was 30 of them. At least they'll make for some great portfolio pieces.
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Mike V
Mike V@RealtimeVFXMike·
@AntonHand Watched a compilation of trailers. Is this because everything looks ultra high budget and they will never make their money back? Because It all looks prety ultra high budget and they will never make their money back to me.
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Mike V
Mike V@RealtimeVFXMike·
@ProdeusGame Ain't nothin like sittin down at the end of a hard day next to a roaring jet fighter with a good castle.
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Mike V
Mike V@RealtimeVFXMike·
My game is for CASTLE AND JET FIGHTER FANS, algorithm PLEASE FIND THEM! My game is for CASTLE AND JET FIGHTER FANS, algorithm PLEASE FIND THEM! My game is for CASTLE AND JET FIGHTER FANS, algorithm PLEASE FIND THEM!
Mike V tweet media
ProDeus - THE ELDER VEIL@ProdeusGame

My game is for DOOM AND QUAKE FANS, algorithm PLEASE FIND THEM! My game is for DOOM AND QUAKE FANS, algorithm PLEASE FIND THEM! My game is for DOOM AND QUAKE FANS, algorithm PLEASE FIND THEM! My game is for DOOM AND QUAKE FANS, algorithm PLEASE FIND THEM!

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Mike V
Mike V@RealtimeVFXMike·
Hmmm. It doesn't work when I do it. Maybe the internet is tired of my bullsh*t.
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