Adam P. W.

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Adam P. W.

Adam P. W.

@apiotrw

Game Dev | VFX Artist

Computer Katılım Eylül 2011
6.4K Takip Edilen596 Takipçiler
Adam P. W.
Adam P. W.@apiotrw·
@JNavok I guess try joining Roblox dev studios (before the full ai game generator there takes over) or the Malaysia "vacation" lol
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Jacob Navok
Jacob Navok@JNavok·
@apiotrw If you want to stay a writer or an artist, those seem to be the options. They'd be better off changing careers entirely, though. Do you have alternatives?
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Adam P. W.
Adam P. W.@apiotrw·
@JNavok I guess I mean more which jobs in normal software you see. Wouldn't artists mainly be limited to UI work (isn't there already an overabundance of frontend workers)? 3D artists only for exact CAD models? Would writers just be copywriters (wouldn't that be just done with AI)?
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Jacob Navok
Jacob Navok@JNavok·
@apiotrw Bigger market. The alternative is what? Move to Malaysia?
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Adam P. W.
Adam P. W.@apiotrw·
@JNavok Normal software and artists/writers? Isn't this even more risky in regards to automation than more artsy videogames?
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Jacob Navok
Jacob Navok@JNavok·
@apiotrw Designers and programmers. Artists and writers need to find new industries, probably back into normal software.
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Adam P. W.
Adam P. W.@apiotrw·
@JNavok "Game devs who can move into tech jobs should" "Start working on world models" Which game dev jobs specifically do you mean? Artists, writers and designers creating datasets for world models? Or do you mean only Programmers (becoming ML engineers)?
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Jacob Navok
Jacob Navok@JNavok·
I'm not arguing that AI replaces game development. I've consistently argued that outsourcing to lower cost areas replace NA game development. This trend is irreversible. These jobs will not come back. It is cheaper to hire elsewhere, and AI coding + AI art pipelines will reduce the overall market costs (meaning labor hours). Game devs who can move into tech jobs should.
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Adam P. W.
Adam P. W.@apiotrw·
@AmirahTheThe Are all the weapon moveset anims always kept already loaded in RAM or do they need to be loaded-in on demand as well?
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Amirah
Amirah@AmirahTheThe·
@menace777 Nope, that's a whole other issue.
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Amirah
Amirah@AmirahTheThe·
Whenever you switch weapons, Souls games have to load the new weapon model from disk. The start/end points used for hitbox creation are in this file as well, so if your disk is slow enough something like this can happen, where you have the range of a colossal on a hammer.
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Adam P. W.
Adam P. W.@apiotrw·
@timsoret What is the solution in your opinion? While you point out the US as the main example to follow I see so many complaints from them that they are also stagnating or getting worse, so being just more market driven seems to not be enough?
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Tim Soret
Tim Soret@timsoret·
@collinE83 True. I'm fully optimistic about civilisational, technological & scientific progress (global). I'm rather pessimistic about the culture & politics of our era (local), the chokehold of the state on so many minds, and the erasure of the principles that made us free & prosperous.
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Jebrim
Jebrim@AgileJebrim·
@Colonthreee @EricLengyel I think I’ve moved on for good from Bézier curves. Same with my abandonment of vector rasterization. Too content-dependent.
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Eric Lengyel
Eric Lengyel@EricLengyel·
New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-sl…
Eric Lengyel tweet mediaEric Lengyel tweet media
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AesirAesthetics • SNAILS HAVE SKELETONS 🐌🎮
The best of these games lives and dies on sequence shiftable puzzlebox mansions with interesting routings and elaborate enemy integrations. You can do that in a City setting no problem, but not in an open world
AesirAesthetics • SNAILS HAVE SKELETONS 🐌🎮 tweet media
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Adam P. W.
Adam P. W.@apiotrw·
@AesirAesthetics What if the open world would be essentially a huge Legacy Dungeon tho? Or would that just be Dark Souls 1 level design for you? Other alternative could be the immersive sim style open city block
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Adam P. W.
Adam P. W.@apiotrw·
@AesirAesthetics I'm afraid the next "trendy" game genre will also not be what we wish for
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AesirAesthetics • SNAILS HAVE SKELETONS 🐌🎮
I wish Marathon the best, no one should have to go through the pain of their game flopping but I also so desperately want this era of gaming to be over and the more these games flop the quicker something new can happen
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Adam P. W.
Adam P. W.@apiotrw·
@bonzajplc What are LTGM caches? Why vertical pixel sorting specifically?
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Michal Staniszewski
Michal Staniszewski@bonzajplc·
@levelsio Hi, I was in a team responsible for visual development of those scenes. For best effect try to implement vertical pixel sorting without melting your gpu :). Try to use LTGM caches
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@levelsio
@levelsio@levelsio·
If you played Cyberpunk 2077 you may remember the Braindance tech where you can playback a memory from your brain chip Those are essentially gaussian splats viewed as point clouds with time information, and you can do same, pretty cool
@levelsio@levelsio

✨ Built my own Guassian Splat viewer for my app 🏡 Interior AI It takes splats generated from your interior with the @theworldlabs API so you can walk around them in 3d space It's starting to look much more real than when I added splats 6 months ago, great work 🌐 World Labs!

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Adam P. W.
Adam P. W.@apiotrw·
@GameOverThirty Somewhat related question: Why are studios closed instead of just letting them go on their own if they underperform? Wouldn't this at least be better for the parent companies reputation, especially if this happens so often?
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RallyCarDelta Gaming
RallyCarDelta Gaming@GameOverThirty·
The one thing you should probably understand, at least when it comes to how video game companies are structured, is that more responsibility falls on the studio than you might realize. (That doesn't excuse the parent company from anything and that's not what I'm implying.) Anyway. Whether you agree with it or not, most of the large publishers generally allow their studios to run themselves (to a certain extent). This is a double edged sword because it allows for a lot of freedom at the studio level, but this "arms length" style management often leads to abrupt changes, layoffs, and studio closures when the parent company no longer sees a path forward. We've seen this with all the large publishers. Embracer, MSFT, Sony, EA, T2, Tencent, Ubisoft, NetEase, etc. It happens everywhere. The controlling company is often in the background, until they aren't. Does the industry at large need to change this? Should there be more hands-on management from the corporate level? We've seen a few publishers claim they will now employ creative "checkpoints" to ensure projects are progressing, or possibly cancel them earlier. But, will it really matter? We'll see.
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Adam P. W.
Adam P. W.@apiotrw·
Word game FPS
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Adam P. W.
Adam P. W.@apiotrw·
@XorDev One thing I would really love to have is a per line preview, always wanted something like that in a shader code editor
Adam P. W. tweet media
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Xor
Xor@XorDev·
Introducing FragCoord: My ultimate shader editing tool!
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Adam P. W.
Adam P. W.@apiotrw·
Added some more mechanics to my Word game FPS lol
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Adam P. W.
Adam P. W.@apiotrw·
@AgileJebrim Do you have any stats on how many people were "forced" to move because they wanted a specific job there? I had to move a few times and it was never because I wanted to but because of education/work so I'm not sure how strong migration patterns are as an indicator.
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Jebrim
Jebrim@AgileJebrim·
@PorcRoss0 @Pp46647Pp @unrealValSolo @Valen10Francois I like looking at net domestic migration specifically, excluding natural increase and international immigration, because it shows where people freely given a choice decide to move to. Immigrants are eventually counted too once they settle in and can get a chance to move further.
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François Valentin
François Valentin@Valen10Francois·
Americans have spent years mocking Europoors and yet the median Italian is still richer than the median American
François Valentin tweet media
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