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It's dangerous to stay a while and listen.

Brighton
Joined August 2009
Photo by Sam Bigos (@Calneon)Photo by Sam Bigos (@Calneon)Photo by Sam Bigos (@Calneon)Photo by Sam Bigos (@Calneon)Photo by Sam Bigos (@Calneon)Photo by Sam Bigos (@Calneon)Photo by Sam Bigos (@Calneon)Photo by Sam Bigos (@Calneon)Photo by Sam Bigos (@Calneon)Photo by Sam Bigos (@Calneon)
As a huge fan of Digital Foundry and the work they do, this is the highest compliment!
Really impressed with Assassin's Creed Nexus. The VR implementation of AC-like mechanics is fantastic but what I really love is how it's basically become a mission based AC game. It has more in common with Thief, MGS and the like than typical open world style games in the series
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This is what I've been working on for the last 3+ years. Feels good to set it free.
Watch the first gameplay trailer of Assassin's Creed Nexus VR! Uncover all-new memories from Ezio Auditore, Kassandra and Connor as you work to stop Abstergo from retrieving lost artifacts that would give them the power to manipulate people’s beliefs. #AssassinsCreedNexusVR
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Sci-fi shooty shooty I'm prototyping. Uses a global illumination system I wrote based on DDGI, and the character anims are all procedural IK (Fabrik).
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Replying to @yaqwsx_cz
@yaqwsx_cz Hi! Your post on resin printing are amazing and I'm learning so much from them. In a video (youtube.com/watch?v=TIYiXMtA…) you're printing tall and thin objects. I'm trying something similar but mine get warped at various heights. Did you face similar issues? Any ideas?
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Applying path constraints to my marble run generator is a tough problem. Generating a path first then constraining WFC by it (top) ignores weights and biases inherent in tile setup. Leaving WFC to generate a path (bottom) leads to invalid paths and loops if using forked tiles.
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Possibilites: * Modify pathfinding to favor paths that align better with the tileset. Tricky and imperfect. * Modify WFC to attempt to enforce path constraints. Expensive, very tricky. * ???
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I swear, if you have any chores to do or need motivation to take some exersise, just sit down and try to diagnose WFC bugs... Anyway, finally got something kinda working with @KenneyNL's Marble Kit. Had to figure out how to support multi-size tiles which was a challenge.
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Next steps are to add more tiles, add constraints to make it generate something more like a marble run (fewer paths, which generally trend downwards), and of course add some physics and marbles to roll down it.
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The race is on, who can make a WFC marble run generator the fastest... :D
🎉 Marble Kit is now available! 130+ track pieces and more in 5 file formats, plus an overview HTML! License: CC0, free to use for anything by anyone. kenney.nl/assets/marble-kit (no ads, tracking, sign-up etc.) #gamedev #gameassets #lowpoly
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Reading some replies to this is absolutely mind-boggling. Game programmers who just haven't been exposed to the power of a debugger but are willing to learn, fine. Programmers who actively avoid debugging or argue "your code is bad if you need to debug it", what the actual fuck?
As someone who's first thing when trying to understand bugs is often to debug, it's strange to hear that many devs are not fans of Debugging/IDEs.
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Oh also, this entire conversation on Lex Fridman's podcast with Carmack is fantastic. It's as if Carmack himself did the audiobook reading for Masters Of Doom (which is also fantastic).
Does this law exist already or can I coin it? "Every increase in hardware processing power will be met with an equal or greater increase in software inefficiency in the next update cycle."
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[sambigos.itch.io/dieablo-sur…] Here's my entry to GMTK Jam 2022! I like to think of it as a turn-based ARPG. Survive waves of enemies by swapping your die faces with powerful abilities, activated when you roll. Pleased with this one. #GodotEngine #gamedev #indiedev #GMTKJam
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Can anyone recommend a free video editing tool that will allow me to stitch together some clips with text, that isn't fundamentally broken in some way?
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My friend at @KittenFortress hsa been working solo on this for a long time, and it's about to launch in EA. Been helping test it a bunch and it's a blast, if you're at all into VR shooty-shooty roguelite action with some atmosphere, give this a wishlist!
I'm delighted to announce that Deep Space Salvage Crew has a confirmed release date of 8th July, in 11 days time, so don't go spending all your money in the Steam sale. :) Wishlist: store.steampowered.com/app/1… #vr #vrgames #shooter #roguelike #indiedev #indiegames #pcvr #Quest2
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Brilliant thread.
Last November we at @naavik_co called the top of Axie Infinity, poster child for blockchain games and web3 utility, pointing out some serious flaws in its economy. Since then it has steadily lost a quarter million Daily Active Users every month. Current DAU stands at ~500,000 🧵
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I slept on Diaspora by Greg Egan for too long. Been looking for a novel that scratches the hard sci-fi big idea speculation itch that The Three-Body Problem opened for a long time, and Diaspora satisfies with much better writing to boot. About half way through and can't stop.
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Creating a vector flow field and applying it as a steering behaviour. Here I'm using it to create interesting swarming movement around a leader entity, but it has many uses. This is for shoot-em-up I'm working on in #GodotEngine Steering behaviours are fun! #gamedev #indiedev
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Does anyone know if the old steering behaviour animations from Craig Reynolds' OpenSteer website have been preserved anywhere? Don't seem to be working anymore, it would be a shame to lose them. red3d.com/cwr/steer/
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This is currently my biggest pain point using C# in #GodotEngine. Three lines for what should be one. Is there really no better option?
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Replying to @eggplantshow
@eggplantshow Hi, how come new episodes haven't been put on Spotify since Jan? Love the podcast and thought you'd gone dark. Spotify is my preferred way to listen so it would be a shame if you were no longer present there. Thanks!
Replying to @straka_studio
@straka_studio really looking forward to the Loot River release later today! Best of luck! One thing that stands out to me from trailers is how great the water looks, with the ripples and reflections. I was wondering if you could share any resources on how that was achieved?
This is stunning! I've been discussing the implementation of this with @CD_Legasse, it's based on a 2DGI tutorial in #GodotEngine I wrote a while ago (samuelbigos.github.io/posts/…). It's great to see somebody else take it further, it's a wonderful technique.
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