So proud of my team - none of us can believe this is really happening. But the greatest thing about all of this is that we can continue to make games like this. Yes, they are risky and ambitious and stuff sometimes goes wrong but it’s what the studio was created for. Bg3’s reception shows there is room for this type of game. I hope we get many more like it.
I've been prototyping a compute shader debugger that runs entirely on the GPU. Means I can capture local variables from all the threads in a group, as well as support all wave operations etc. Tiles on the right show the per-thread values (colour coded by wave) (1/2)
@MaxPears That helps a lot thanks! Love the simple descriptions of weather and objectives get the right feel for the way the character will traverse the level
I'm teaming up with my sponsor @oneplus to give away 10 tickets to next Saturday and 10 tickets to next Sunday (finals) at #MSI2023 !
If you'd like a chance to win two of them, follow me and @oneplus and then retweet this tweet!
Guess I can finally share this! A spider shader I made for Tomb Rainder Reloaded. It uses world position, sine waves and vertex colors to animate the spider, all done on the vertex shader. Those are projectiles so they had to be cheap and not skinned. #VFX#madewithunity
been working on an improved method for detecting navigation obstacles, think I'm onto something now!
this costs 1 raycast per frame and maintains a 'radar' around the boat that I can use to adjust steering on the fly
"Andrew the Sorcerer" has just cursed me to be destroyed by his poltergeist guardian... Because I sat in front of him in the bus.
Oddities aside though, he'd make an incredible Hollywood evil wizard voice actor.