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Interesting Game Development Stuff

Norshgaath

Mind-flayer
Approval of the Admiral
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Aug 3, 2023
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Seamless transitions between single and split screen gameplay in multiplayer:



This is a short video showing a basic implementation of this idea.




As you can see, the scene starts with a shared perspective, and when the two spheres (controlled by the two players) move further away from each other, the screen is smoothly split into separate areas for each of them.

The most interesting part is what happens in the “no-man’s land” between, where space appears squished as the camera parameters are interpolated.
 

Norshgaath

Mind-flayer
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Το συνδικατο των ηθοποιων στην Αμερικη συμφωνησε στη χρηση ΑΙ generated voice-overs αρκει να υπαρχει προτερη συγκαταθεση με το αζημιωτο.
 

Admiral

Ancient Red Dragon
Staff member
Joined
Nov 27, 2012
Messages
12,687

Πω πω, πέρασαν 40 χρόνια από το Elite, γεράσαμε. Υπέροχες αναμνήσεις, να βλέπεις Star Trek στην τηλεόραση και μετά να ζεις τις δικές σου διαστημικές περιπέτειες στο Elite. Σε αυτά τα απλοϊκά wireframe γραφικά η φαντασία σου συμπλήρωνε τα κενά και στα μάτια σου έμοιαζαν Unreal Engine 5 και RTX. Δεν θα άλλαζα την σημερινή εποχή και τις ευκολίες της αλλά είχαν και εκείνα τα χρόνια την γοητεία τους. [/παππούς mode]
 

Tony Corvus

Ancient Red Dragon
Φασαίος Larianός Τσοβόλα δώστα όλα Sign me up! Approval of the Admiral
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lucinos

Death Knight
Joined
Nov 16, 2015
Messages
2,815


To 2023 ήταν η χρονιά τής godot. Δεν θα μπορούσε να ελπίζει καλύτερα. Τον μάρτη βγήκε επιτέλους η έκδοση 4.0 κάτι που έμοιαζε να παίρνει μια αιωνιότητα. Μια αναβάθμιση που από πλευράς δυνατοτήτων την ´κάνει άμεσα ανταγωνιστική στην unity και ενώ πηγαίνει καλά γίνεται το δράμα με την άδεια τής unity και εκτοξεύεται το ενδιαφέρον στην στρατόσφαιρα (ήταν τρομερός χρονισμός αν δεν είχε βγει η 4.0 δεν θα μπορούσε να εισπράξει το ίδιο όφελος)
 

lucinos

Death Knight
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Nov 16, 2015
Messages
2,815


και λίγες μέρες πριν:
 

Norshgaath

Mind-flayer
Approval of the Admiral
Joined
Aug 3, 2023
Messages
1,992

Mark Frost logged onto X and casually dropped a bombshell that lit up two totally different but equally passionate fandoms. “Anybody ever play this?” he tweeted in response to a story about how Nintendo’s Game Boy classic The Legend of Zelda: Link’s Awakening was inspired by Twin Peaks. “I met with them about it and gave them some ideas, never tried it myself.”
 

Norshgaath

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This article is in large part inspired by our struggles while working on NANOVOID and Unrelaxing Quacks, as these projects were unburdened by the lack of knowledge of Rust that we had while working on BITGUN initially. These projects also had the benefit of trying most of the Rust gamedev ecosystem on more than one occasion. We tried Bevy at more than one occasion, with BITGUN being the first game we tried to port, and Unrelaxing Quacks being the last. During the two years of developing what would become Comfy the renderer was rewritten from OpenGL to wgpu to OpenGL to wgpu again. At the time of writing this, I've been programming for roughly 20 years, starting with C++, and moving through all sorts of languages, spanning PHP, Java, Ruby, JavaScript, Haskell, Python, Go, C#, and having released a game on Steam in Unity, Unreal Engine 4, and Godot. I'm the type of person who likes to experiment and try all sorts of approaches just to make sure I'm not missing something. Our games may not be the greatest by most measures, but we have thoroughly explored the options available with the hope of finding the most preferrable solution.

I'm saying all of this to dispel any ideas that there wasn't enough effort put into trying Rust, and that the article isn't written from a point of ignorance or not trying the correct approach. The #1 argument I hear people say when someone points out issues with Rust as a language is, jokingly, "you just don't have enough experience to appreciate this". We repeatedly tried both more dynamic and fully static approaches to doing things. We tried pure ECS, and we also tried no ECS.
 
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