Silverado Legion

628 posts

Silverado Legion

Silverado Legion

@SilveradoLegion

Programming and playing games

เข้าร่วม Nisan 2024
449 กำลังติดตาม26 ผู้ติดตาม
Dexerto
Dexerto@Dexerto·
Valve says its $1,049 Steam Machine costs more than a PS5 because it refuses to sell hardware at a loss and make up the difference with subscriptions or game sales "The cost of the product is basically the cost of the components and what it takes to make it"
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Silverado Legion
Silverado Legion@SilveradoLegion·
@Tyler_McV I wanted to use one as a media box, emulation, and some other things, but it’s just too expensive for that.
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Tyler "Hype Merchant" McVicker
real question, is anything actually going to buy the steam machine? If you are, please say so and what your use case for the hardware is meant to be. If not, please tell me what aspects of the hardware lost your sale?
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Valuetainment
Valuetainment@valuetainment·
JUST IN: Microsoft is reportedly considering selling XBOX.
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Jeremy.
Jeremy.@TheJeremy__·
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owen
owen@owensmowen_·
Over here in dev texture land, working on some new firing animations 🤠 #UE5 #indiedev #solodev
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Silverado Legion
Silverado Legion@SilveradoLegion·
@Cali_Tradez @BNONews Whenever there’s a big accident, the news hyperfixates. They’ll report these incidents more often than they do for a period of time, but they aren’t suddenly crashing more often, even if it feels like it.
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BNO News
BNO News@BNONews·
JUST IN: Officers and bystanders rescue people after private jet crashes in Laredo, Texas. 1 of the 6 people on board were killed. 5 officers taken to hospital for smoke inhalation.
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Silverado Legion
Silverado Legion@SilveradoLegion·
@MikeTM_TBB @AnalogDreamDev That’s funny because I get the opposite feeling, it feels cinematic to me. Interesting that it gives a different feeling to me than to you.
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MikeTM - Tri6: Infinite 2 Out Now!
@AnalogDreamDev I have to say it's definitely an interesting effect because it doesn't simply give you this fish eye. It's an eerie form of stuff getting closer, your brain kinda knows this is wrong. Sort of the uncanny valley effect.
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Analog Dream Dev
Analog Dream Dev@AnalogDreamDev·
Let me explain what I'm doing here for those who are interested. I've been building a retro-style D3D12 game engine from scratch, and recently implemented a "Spatial Compression" effect. Essentially its a technique that makes distant geometry appear larger than standard perspective projection would, giving scenes a telephoto compression feel without changing the camera FOV globally (to keep things "normal" when close to the camera). The goal: foreground geometry completely unchanged, objects beyond a configurable start distance progressively scaled up, with a smooth power-curve falloff. The solution: Once the full view-projection transform has been applied, I'm holding 2D screen coordinates. Camera orientation is already resolved at that point, so it's done its job. Scaling those coordinates outward from screen center is a pure 2D operation with no dependency on where the camera is pointing. The scale factor itself is derived from Euclidean world-space distance between the camera and the vertex (not a view-space value, which would rotate with the camera). Combined with the 2D application, both ingredients are fully rotation-invariant. Critically, only the XY screen coordinates are modified. Depth values are left completely untouched, so the depth buffer and any shadow calculations remain correct. I then tried inverting the effect for the opposite in interiors, leading to "Spatial Expansion".
Analog Dream Dev@AnalogDreamDev

I'm sorry, but game dev and rendering is just pure magic. Nothing is different between these two except for how my engine renders the images, environments are 100% identical.

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Analog Dream Dev
Analog Dream Dev@AnalogDreamDev·
@SilveradoLegion Coolest part about coding your own "engine" is just making stuff like this a default option 😅
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Analog Dream Dev
Analog Dream Dev@AnalogDreamDev·
I'm sorry, but game dev and rendering is just pure magic. Nothing is different between these two except for how my engine renders the images, environments are 100% identical.
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stan
stan@StanyslavB·
@Boneyardsafari God I wish I could use the have blue as a daily driver to work
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Boneyard Safari
Boneyard Safari@Boneyardsafari·
Did you know there was a proposed two seat F-117? The F-117B was conceived as a multi-role strike aircraft, it aimed to combine the original Nighthawk's breakthrough stealth capabilities with upgraded engines, a larger payload, and improved aerodynamics. #f117 #f117b
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Panos Karabelas
Panos Karabelas@panoskarabelas·
Added tire skidmarks, GPU particle tire smoke, exhaust smoke, exhaust fire, plus a lot of smaller improvements. Not focus on pretty visuals at the moment. I'm documenting the process of building core technology, including tire physics, engine sound synthesis, and related systems, to deliver an experience not typically found in small projects.
Panos Karabelas@panoskarabelas

Working on skid marks! Not only do they make the car feel more grounded, but they also help visually indicate when the tires are spinning or sliding.

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Silverado Legion
Silverado Legion@SilveradoLegion·
Also, this is not the multiplayer game I mentioned awhile ago. I had trouble with that one, so I've put it down for now. I'll probably return to it sometime in the future though, I still think it was a good idea, just best to save it for when I am more experienced.
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Silverado Legion
Silverado Legion@SilveradoLegion·
I'm getting pretty close to a ready first vertical slice! This first vertical slice won't have construction or traps, or similar mechanics, so just the bare bones, but it should be great. Don't know if I will release VS1 or wait for VS2. #Godot #Gamedev #Indiedev #Indiegame
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Silverado Legion
Silverado Legion@SilveradoLegion·
The Shadow was the easiest unit to implement though, but since most of the AI work went into that one, the rest should be around the same amount of work? Just a different kind of work. I'm much faster with writing systems then I am with creating visuals.
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Silverado Legion
Silverado Legion@SilveradoLegion·
I have at least one more enemy planned for Vertical Slice 1. How many total enemies I add during development just depends on what I can do and how well this game does on Itch. For now, the focus is constrained for sake of finishing the project.
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