I was able to get some cool clustering behavior in my Physarum implementation. The more similar two particles colors are, the more likely they are to follow one another. https://t.co/13he4abjeT
For my masters thesis I am working on a GPU accelerated agent based simulation engine I am calling Apiary,
Here is a Physarum simulation using 100 million particles running at ~15 fps on my 1070 laptop GPU
I changed up how I was addressing the layout locations of my SSBOs in GPU land and was able to get a ~30% speed up. I get ~700FPS simulating 2560 x 1440 agents. Working on Physarum simulation Next! #CellularAutomaton#LWJGL#OpenGL
My Masters Thesis is on Accelerating Agent Based Simulations with Modern OpenGL. I was able to implement the game of life entirely with Compute Shaders. This simulation has 2,073,600 agents and the whole scene updates about 200 times per second. I added trails for fun :)
Some playtesting feedback said it was unclear where the moles could travel, and where they were actively traveling towards. This is our solution, what do you guys think? Is this clear?
#GameDev#IndieDev#GuacAMole#ReactorEngine#LWJGL
Reworking my PBR Convolution operations to enable reflection probes to convolute themselves. This would enable IBL based on an objects position in the world.
#LWJGL#ReactorEngine#IndieDev
Spent today tuning the visuals for our game #GuacAMole Really happy with how things are looking. This is all made in our custom game engine "Reactor" using an #LWJGL backend #GameDev#IndieDev
Playing around with Scent-Trails to indicate that moles can detect things in line of sight with them. Pretty happy with it so far! #GameDev#IndieDev#GuacAMole#LWJGL
Wrote some code that generates a heatmap for where playtests were placing ingredients each time. This lets us see how players are solving our levels and gives us insight as to why things may be confusing.
#LWJGL#IndieDev#GameDev#GuacAMole
What do you think this UI is telling you to do?
A major design constraints for this game is non-narrative tutorial. No words are used to teach the player how to play our game.
#IndieDev#GameDev#GuacAMole
Spent so many hours this weekend working on the menu transition system for Guac-A-Mole but I am super happy with how its turning out. Its amazing how much quality assets can change the feel of your game for the better.
#LWJGL#IndieDev#GameDev#ReactorEngine#GuacAMole
Showing off some gameplay in Guac-A-Mole my grid based puzzle game. Animations add a lot to this game. We are looking to have a demo within the next moth or so! #JWJGL#IndieDev#GameDev
With much inspiration from @Jonathan_Blow I have implemented the Benny Test into my Game. This is in my custom engine #ReactorEngine for my grid based puzzle game #GuacAMole This is the actual speed of playback. #IndieDev#GameDev#LWJGL pardon the temporary assets
Continued to work on controller support in #GuacAMole now the backend in #ReactorEngine is using an observer pattern based approach so I can just say when the Y button has been pressed for 1.3 seconds reset the level and draw this animation in the mean time. #LWJGL#GameDev
Continuing to work on the water implementation in my game #GuacAMole I am starting to get happy with it but I think it should be a little more cartoon. #ReactorEngine#GameDev#IndieDev#LWJGL