@thdxr An agentic swarm translator with 5 stages that can one-shot UE5 based translations with a very high quality. Has stages to gather game context, works from a pre-made prompt with information about the game and key words, and review/fixup loop. Deepseek flash based, custom runner.
Brickadia's next big update is really exciting - scripting, voice chat, new wires features, performance improvements and more!
We've just posted a new blog post revealing a ton of details, read all about it! ⬇️⬇️
With some light #godot engine modifications, now running smoothly at 60 fps on the steamdeck without upscaling! Full procedural over-world with 1 km draw distance
Project Ascendant is now moved into godot, and i walked back the voxels in favor for a more detailed world and RPG mechanics. The game is finally taking shape!
Excited to share that GPU Zen 4: Advanced Rendering Techniques is officially out. This volume features work from some of the most visually impactful projects of recent years, including #AssassinsCreed , #DOOM , #StarwarsOutLaws and NVidia's Zorah. And a killer cover :)
Brickadia's Bots & Prefabs update has just been released!! We’ve sneakily added:
- Laser Sword and Axe⚔️
- More bot features 🤖
- Team collision toggles
- Brick property changer
- Don't forget, entire prefabs and bots systems!
This update is out on the main game right now!
@SebAaltonen This is not a dependency, this is just the SDK bundling a library that is going to be of use for people. Its been bundling SDL2 for years. Its optional in the installer
@schteppe I use EASTL on my projects precisely because it had bounds checking on vector and other similar structures since V1. Its crazy its taken the comitee this long for it when gamedevs have done it for ages.
@Peter_shirley Completely correct for normal game code. For things like timed/event based code or state machines, the graphical interface is nice to have. On unreal engine you should be using the Angelscript fork which is amazing and gives you real scripting.
Interested on learning about using SIMD intrinsics to make your math code even faster? Ive written a new article on how to use them to accelerate things like frustum culling https://t.co/7fZ7alahJo
@SebAaltonen I made some test with a technique like this for the minecraftlike im building, and i found that the amount of repeated chunks is quite low.
Once you have the noise based terrain generation with data like grass and flowers you almost never repeat.
Underground repeats easier.