@openagents@magicailabs There's a big difference between PRs that solve small tasks, like what Claude Code or any existing agentic coder might do, and a PR handling 100 million tokens with massive rewrites. Also, $5 isn't cheap for just two PRs. CodeX can produce a hundred PRs for less.
In only a few months Prowl an open-source C# MIT Game Engine has gone from nothing, to definitely not nothing!
Still have a long way to go, But it's moving along super fast! We welcome any contributions! https://t.co/KtaxbbsXwZ
#IndieGameDev#gamedev#IndieDevs
@manfightdragon Bit late but you can actually do both, a proper SSR implementation generally has a Cubemap Fallback. So you get the higher details of SSR, and it fallbacks to a Cubemap when not on screen its less detail but works fine.
This really sucks... Well I'm starting an MIT-licensed project for a Unity-like engine called Prowl (100% C#), it's far from finished, but if you wanna know more or wish to contribute: https://t.co/VEYoTxjxNc
#unityruntimefee#gamedev#unity#indiegamedev#IndieDevs#gamedev
Working on a new asset for Unity called PlanetForge, Capable of rendering entire planets with Terrain, Foliage, Biomes, Oceans, and so on with an incredible level of detail!
#madewithunity#unity#voxel#gamedev#indiegamedev#indiedev
@voxraygames @JaydenTweedie Dont know much about your engine, but if I had to guess you have a Low-resolution Minecraft-like grid and each voxel uses raytracing to render the small voxels? If so could you use something like Marching Cubes to select a Shape/Voxel to use rather than all just blocks?
@neoaxis Here's a Better Example, each type of building only has 1 imposter, once far away rendering switches to imposters, they produce essentially 1:1 visual quality.
@neoaxis Imposters take a Picture of an object from many views, and uses interpolation between them, it can almost look identical with Depth and lighting as well. This is a single Imposter viewed from different angles. Its the method games use to Render Millions of trees far away in games
@Vanguardia_team It's available on the asset store as a paid asset called VoxelTown. I may create a tutorial on recreating a comparable engine in the future, however, I currently have no such plans.