ImperiumOfSharks

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ImperiumOfSharks

ImperiumOfSharks

@SharkieCoding

I'm a shark, and I make games on @Roblox! Don't ask me what happened to the tuna on 8-16-2026

Roblox Katılım Nisan 2024
289 Takip Edilen382 Takipçiler
ImperiumOfSharks retweetledi
🌵 AlkalineCanid 🌵
🌵 AlkalineCanid 🌵@AlkalineCanid·
Wickerbeast UGC work for Ori!! I really like how big the fluff on this one is lol
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Peter McNeill
Peter McNeill@MrChickenRocket·
@SharkieCoding @LetsDoThisGames Usually you'd do just that - have a single tuft of grass and instance it around. But because we can generate any mesh we like, the whole patch of grass of many tuffts is baked inot a single mesh.
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Peter McNeill
Peter McNeill@MrChickenRocket·
Every asset in here is procedurally generated or stock roblox materials, except for the grass sprites and the fence texture. It's really turning into quite a lovely space to run around in, and has a few new ideas I've wanted to try developing for a while now. #robloxdev
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ImperiumOfSharks
ImperiumOfSharks@SharkieCoding·
@MrChickenRocket @LetsDoThisGames I'm not sure if I'm using the right words here but: How does the grass get instanced to reduce drawcalls? Do you have to generate an original "grass" model, then copy it via :Clone() or does editable meshes not have the ability to be instancized to reduce drawcalls?
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Peter McNeill
Peter McNeill@MrChickenRocket·
@LetsDoThisGames Sure there is no secret to it. It's an editable mesh with quads making up the plants in the standard X configuration. There are 5 bones set up to jiggle about, and the tops of the plants are randomly assigned to one of those 5 bones at random for variety.
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ImperiumOfSharks
ImperiumOfSharks@SharkieCoding·
Back when I used to do UGC in 2020-2023, I found the hard way that you needed a minimum of 12px to avoid texture bleeding. ... that's a lot of space for 256 textures to take up for some models. Ended up having to make a lot of compromises and or get creative w/ textures to compensate for the annoying requirement.
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Peter McNeill
Peter McNeill@MrChickenRocket·
Was explaining to someone why you need to use so much padding for atlases even if you're using lowres minecraft style art. I pasted part of the convo into GPT5.5 and it oneshot this infographic. The textures are a lil blurry but the information is dead on! Spooky!
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ImperiumOfSharks retweetledi
komps
komps@mrkomps·
old vs new inventory ui
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Achilles
Achilles@Xhej__·
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ImperiumOfSharks
ImperiumOfSharks@SharkieCoding·
Play supreme commander 1, or forged alliance for 5 years. (In my case, since the release of both) and it'll fix the multitasking problem Being honest supreme commander has one of the best onboarding tutorial campaigns for explaining the game mechanical and faction strengths. The UEF faction campaign by far has the best early game introduction ro any RTS I've played.
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Fezezen
Fezezen@Fezezen·
Idk how RTS players multi-task so well, I can't focus on so much stuff happening at once. I suck at AOE2, I guess I'll just stick to singleplayer because I got destroyed both times I attempted online 1v1.
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Peter McNeill
Peter McNeill@MrChickenRocket·
Shoutout to the incredible work done by the Roblox rendering team on occlusion culling. No fuss, no manual setup - this world is all procgen'd meshes and the occlusion culling is like "yep, gotcha". #robloxdev
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ImperiumOfSharks
ImperiumOfSharks@SharkieCoding·
Also will be devposting again here soon, been busy with a large backend rewrite so I can re-use components in more than one game and hopefully speedup development for future projects! ...downside is there's been a bit technical debt gone into this that would make on-boarding people a lil harder for when the team expands but API benefits imo out weighs that time expense. Then again, basic devforum hiree wouldn't be able to work on my games code base to begin with. Haven't written simple code in a while for backend/structuring. Aaaa whatever. As for what am I working on- a better framework for character control of custom characters, vehicles and tools and platform specific control schemes, and same API for player or NPC for controlling vehicles, characters and tools. ...and lastly this is so I dont run into my common problem of making game specific systems that become prohibiting to work on or implement in other games. At some point I would like to work on another hotline miami game or physics dragger game, but it's gonna take longer to do that if I need to write game specific code each time for every single thing that I do in each game every time. Tired of writing another custom character, tool/inventory and NPC system... and after doing that 6 times I finally figured out how to make them more flexible and not require extremely specific game breaking APIs so doing that.. Lil rambling ik, videos coming next month to show what I've been doing.
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ImperiumOfSharks
ImperiumOfSharks@SharkieCoding·
I woke up finding out that my intel shares went up 30% and triggered my autosell. I made $2.3k overnight. This puts me back in the green after getting a phone replacement. I am so thankful for this blessing. ^.^ Thank you Jesus!
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Peter McNeill
Peter McNeill@MrChickenRocket·
@SharkieCoding @POnlyne There is cpu and gpu work when shadows get redrawn (we cache them) and there is cpu work when large objects move through the light grid (we revoxelize the lights). These can add up.
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Peter McNeill
Peter McNeill@MrChickenRocket·
I love that you can easily procgen meshes in Roblox now. The editable-mesh-to-asset update is incredible. Infinite cool animatd stylized trees! #robloxdev
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Peter McNeill
Peter McNeill@MrChickenRocket·
@POnlyne It's not free, but it's not that expensive either. Shadows and lighting get invalidated for the tree (if lights are touching it). You pay for cframing the bones into place. Generally it's no more expensive than any other animated skinned mesh.
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ImperiumOfSharks
ImperiumOfSharks@SharkieCoding·
Man, seeing Andrew Price shill AI models. Well, makes sense. Donut models never helped teach how to model.
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ImperiumOfSharks retweetledi
Thedagz
Thedagz@Thedagz_Dev·
First version of the procedural generated terrain for my upcoming game, working on semi-realistic water and ponds now #RobloxDev
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Kiyuro🐉
Kiyuro🐉@NighKiyuro·
I do wish roblox able to increase accessory limit instead making decisions that no one ask for. Also yeah here some preview about next new drip
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