Revealed! #UnseenDiplomacy2 ! The INCREDIBLE real-life #VR obstacle course in your living room
Wishlist and store links ➡️https://t.co/Zvo0ab0dAr
For #MetaQuest & #SteamVR
@Aiannucci thoroughly enjoyed the first episode of Strong Message Here, and in that vein would like to propose "Strong Arm of the Guffaw" as a new nickname. (everyone else: it's on BBC Sounds, it's fun, go listen!).
@FreyaHolmer The depth/compute route feels like a trap - you'd have to have different depth texture code for BiRP/URP/HDRP across multiple unity versions and RP packages. The cpu route becomes one code path that runs the same everywhere. For single-person dev the cpu method seems safest.
@DevRelCallum There's a house nearby that uses a heavy duty cable protector across the pavement to change their electric car, which might be a viable stop-gap.
https://t.co/iBeOJYX9wt
@FreyaHolmer I got to do a rhythm game from scratch on the PS Vita and it was *so* nice being able to get low-level access to everything. I flipped the logic so the audio DSP stream was the source of truth for time, and drove the visuals off that. Effectively <16ms latency! Less fun on pc :(
I don't need to tell you because you're all subscribed to the youtube channel for sure... but just in case - REAC 2024 videos are up! https://t.co/9RbvQTNGZL
@dominoclamps My new game on social media platforms is to follow increasingly obscure (yet vaugely interesting) accounts to see how confused I can make the advertisements I get.
Sorry Domino Clamps, but you're today's experiment.
@SebAaltonen Can you say what GPU these results were from? I'm continuously tempted to go deferred for Quest/VR rendering but the accepted wisdom is it's a lot slower on it's GPU (an Adreno 650 for Quest 2 iirc).
Today I am re-reading @nothings excelent https://t.co/WTBYpxxK5W Thief rendering write-up, because bounding octagon frustum culling for portals is exactly what I need right now.
@spadgy_OTA @SirCoolbeans This was in Half Life 1 and explicitly called a spray in the input menu I think. The default was a lambda sign, but unlike the rest of the textures it was just a regular image (tga?) so obviously expected users to edit it. Super helpful to mark where you'd been in single player!
New #gamedevjobs#gamejobs !
We maybe a 100% remote studio, but I don't blame you if you did want to join us in #Bude#Cornwall !
Looking for UK based;
🤖Character-Focused 3D Artist
🎲Level Designer
📊Producer
https://t.co/KNkLRspr41
#gamedev
@EvilKimau That's been on my list to get for a while! My go-to book is usually Geometric Tools For Computer Graphics ( https://t.co/8ctmh76nnY ) which is *easily* my most referenced book by far
Can anyone recommend a good geometry intersection library for Unity? Most only cover basic sphere/box/capsules and I really need a wider range (specifically cylinders and cones) without having to go and write it myself for the Nth time...
HOT! 🔥
Technie Collider Creator 2 is on it's best ever sale!
Only for the next few hours!!⏰
Get the @unity tool that'll save you hours of markup and gives you control of your colliders, even on skinned meshes.
https://t.co/iz3TFt6HHM
#BlackFriday#Sales#gamedev 🎮
@aras_p@FreyaHolmer "no one knows what 'done' means" could be said of pretty much every new unity system since ~2020. And apparently writing documentation only happens after 'done'.
@slipster216 @aras_p A guess: some script is creating a helper object in it's static c'tor and making it HideFlags.HideInHierarchy - this is a common trick for assets to do custom UI drawing and it's easy to leak objects. Try writing a script that forces all objects in the hierarchy to HideFlags.None
@SebAaltonen We didn't go with TSS/rollback in the end as a traditional lockstep was a better fit for our data and gameplay, with an auto-adjusting input delay to minimise lag. Helped that it was already 90% deterministic due to other requirements. Getting to that last 10% sucked though...
@SebAaltonen I remember a paper about Trailing State Synchronisation when researching for a PSP game, which is the earliest I know of and about the same timeframe (~2002). I don't know of any games which implemented it though.