Hey friends, I finished my study of Sonic Battle's 3D renderer (GBA)!
The GBA doesn't support traditional 3D so the devs were very creative in overcoming the limitations :) It gives the game a unique and charming art style💎
Demo & read: https://t.co/UFZenFpEDh
#gamedev#GBA
Announcing Normcore 3.
We've hosted over one billion multiplayer games. Today we're releasing our biggest update since the launch of Normcore.
Host rooms with 100+ players, sync scenes without code, automatically match users together, and a lot more.
https://t.co/ucsVMY9rNO
You will like my other game Lost Tides if you enjoy:
- The Lighthouse (2019, Robert Eggers)
- Games by @ChineseRoom
- Nautical vibes
- Silent Hill's foggy aesthetics
@danielJimenezyg I was in the same situation and while it's definitely not ideal I ended up making a wrapper around the command line interface: https://t.co/vsD5UZ7BYN. I'm curious about better ways.
@gekido Gonna go against the grain here and say that it's actually one of my favorite Unity libraries ever. I hacked it to prototype B-splines and Yuksel splines. I found the code remarkably well structured, flexible, and performance-oriented (ex graphics and compute utils included).
I've open-sourced my runtime nanite mesh creator!
You can use it to create nanite meshes from your own geometry at runtime.
It's extremely cheap as all it does is transcode vertex data into the nanite format.
(link below)
#ue5#gamedev#indiedev
Into the Necrovale is live! Thanks to everyone who has given feedback, encouragement, and love. You are amazing. There is a free demo if you'd like to check it out before buying.
https://t.co/gaHYyTeI3v
@BrassardEtienne Yes people still rail against SRPs but they really were a huge step forward. The upcoming block shaders (SRPs but for shaders) are also promising. There's no other engine on the market with a renderer that is as flexible which is a shame.
@FreyaHolmer I stumbled on a A Class of C2 Interpolating Splines by Cem Yuksel after watching The Continuity of Splines (thanks!). I made a Unity prototype over here https://t.co/OP1V6J8Gtg Although I haven't tested in prod it looks promising. Newer papers are building upon the core idea.
Presenting: An extension of Unity's MeshSync that streams Unity rendered frames back to Blender, to see edits and in-game results directly in the same screen
#unity3d#madewithunity#blender#blender3d#gamedev
https://t.co/Hme27cQEsW
Hey friends, I finished my study of Sonic Battle's 3D renderer (GBA)!
The GBA doesn't support traditional 3D so the devs were very creative in overcoming the limitations :) It gives the game a unique and charming art style💎
Demo & read: https://t.co/UFZenFpEDh
#gamedev#GBA
@ScrakenVG I do feel inspired to make a GBA game using the same rendering style! But it wouldn't be related to Sonic Battle beyond that because I would find it more interesting to make something completely original. I'm not aware of anyone working on a successor sadly.
Almost Xmas! I updated all my older Flash games to make them downloadable and playable from desktop (Windows). More recent games such as FortLoop or SubDragon were also improved and optimized. Source code is available for all of them https://t.co/is1a7OFjkF #gamedev