nickdev
150 posts


The perfect example that sometimes more is less and less is more.
Bring back fighting for resources
Make it a survival again
I launch the game and every map looks the same with the same 30 monuments and same base designs from youtube
Blooprint@blooprintgames
I've never seen a level of disinterest from viewers for new content in Rust, especially for one as big as the Naval Update. Very interesting to see... maybe slightly worrying too? 😅
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@NickDev22 Presumably the number of indirect draw commands itself wasn't the bottleneck
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@NickDev22 Hmm, what do you mean by "light spots near islands"?
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Finished refactoring water rendering to use the same chunk-based LOD system as the terrain, with frustum culling and async loading and stuff. No more missing chunks & holes & flickering, everything works smoothly! 🥰
#indiedev #gamedev #indiegames
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Implemented the infinite* water plane - the world map now looks cohesive instead of floating in space 🥰 I'll probably want to add something more interesting on the water-horizon boundary (like some clouds, idk), but this will do for now.
*10000km
#indiedev #gamedev #indiegames
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@tsitskidev @yagoandradev Looking cool, next video shall be about that😅
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@NickDev22 @yagoandradev raymarching, sampling shadowmap so that there's less density in shadows, creating godrays
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@yagoandradev custom render pass based off of unity's built in full screen render pass + the option to render at lower resolutions, then a full screen version of my existing fog shader, idk if this is helpful but im running out of words 😱
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@thomasbrushdev how does that work? is body and legs separate from hands rig?
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What a lovely little village! Would be a shame if it was just 0.02% the size of the world, right? 😅
#indiegames #indiedev #gamedev
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Implemented a Z-prepass, gaining extra 2ms in a certain foliage-heavy scene. Here's "quad overdraw" capture from RenderDoc - most overdraw now is due to triangles being too small for distant terrain. (here, darker is better)
#indiedev #gamedev #indiegames


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@NickDev22 Hey, so sorry for a late answer! I haven't implemented light shafts myself but I think I know the technique pretty well! You can dm me, if that's still relevant 😅
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Still kinda blown away by the scale of my game's world and all the possibilities it has. Imagine it filled with rivers, deserts, lakes, towns, mines! 🔥 Ugh, so much more work ahead.
(please ignore the weird cloud shadows 😅)
#indiedev #screenshotsaturday #gamedev #indiegames
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@sean_gause can you quickly explain algorithm of how that swinging is achieved?
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@NickDev22 Good explanation, I saw that indirect instancing still has a lot of bugs so won't be used for a while as default.
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Looks like metal container skin is getting optimized to give better fps when used. #Rust
Shelby@Mister_Shelby
Des progrès significatifs ont été faits en optimisation avec notamment le skin container qui faisait chuter les FPS. Pour l'instant c'est en ligne de commande mais ce sera complètement implémenté une fois terminé. Thanks for the test @HaronsLife youtube.com/c/Harons #Rust
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Btw the moon actually has correct moon phases & makes a full cycle in 30 in-game days, which is exactly the length of one season (spring/summer/etc)
#indiedev #gamedev #indiegames


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