Game Dev at LODZERO. Prev at Epic Games, Guerrilla, Splash Damage

Netherlands
Joined October 2009
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I'm in love with how much fun it is to build stuff in this engine now, always wanted something like this.
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New feature: you can pause the game, fly around, and save any entity into a static pose. Then you can play with it in your editor and move it around and place it wherever you want. Want to use this for steam capsule images etc.
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The hotspot tool can reason about each individual rect, so it's pretty easy to create interesting effects like this, where I know where each corner is.
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Added a 3D skybox. You author your skybox in the scene as usual but it's renderered separately at any scale you want. You can also render it static ( but with a depth map, so blends with clouds etc ) or at a lower resolution. And there's a blur too for a cheap DOF effect.
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Improved the UI system. It's now more of a playground so you can view different scenarios, scrub a timeline and tweak the visuals. Saves the hassle of getting into those scenarios in-game.
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And lastly, the texture generator has a bevel shader and you can model in the viewport. It updates the bake as you go and has the usual outputs ( ao, cavity, thickness etc ) so you can build the whole asset and material in-engine.
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A texture generator is also built-in ( substance designer like ) together with a native hot-spot/trim-sheet generator. Since it's the engine generating the layout, it already knows where the rects are, so you can instantly apply it to your meshes.
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Finally added real-time GI and a path-tracer for comparison. The first few seconds is lightmapped and towards the end I toggle the path-tracer, the result are very close imo.
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Lightmaps still have their place imo, not every game needs realtime GI. So I made sure mine bakes fast. A side effect is that you can work on your map and it auto-bakes ( optionally ) in the background.
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Something I've always wanted: gameplay rewind. It can record gameplay, pause, rewind, fast forward and best of all: resume from any point in the recording
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Linus Torvalds says, rules prohibiting AI usage are “UTTERLY STUPID” and “idiotic”. For the Linux kernel, Torvalds says, “we’re not going to make stupid rules that say ‘you can’t use tools for X’”.
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Added motion blur and camera shake ( a little exagerated perhaps )
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Last one for today, you can smash small objects without upsetting your car ( @AyLaylad what you mentioned a while ago )
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With some tweaks to Box3D now got network physics rewind working to reconcile collisions etc.
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What if your cs2 chicken lives in a virtual device on your desktop? #CS2
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Now that I've got multiplayer support I thought I'd recap all the work that went into this engine. Roughly 6 months of work ( with the later LLM models im sure this could be done faster )
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Works with moving/rotating physics platforms too!
Online multiplayer vehicle physics with 'proper' collisions. This has been my holy grail ever since I started messing with vehicle physics. Finally got it working.
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Online multiplayer vehicle physics with 'proper' collisions. This has been my holy grail ever since I started messing with vehicle physics. Finally got it working.
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For the 2011 season, the sound of V8-powered F1 cars and exhaust blown-diffusers were certainly talking points. What a noise! #F1
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PocoDoro hatches on 12 November 🥚 A squishy slime that lives in a tiny device on your desktop. Poke it, stretch it, throw it at the walls. It grows up in real time, even while you're away. Wishlist: store.steampowered.com/app/2…
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