@ankkala Unreal Engine's default character is decent enough. It even perfectly handles multiplayer movement. But if you have many NPCs - it can take away some performance.
For me it's very hard to decide which game I should made. As a result my codebase has:
Movement shooter movement system
Stealth action movement system
Stealth action NPC AI with behaviour tree, noise reaction, trespassing, etc
3 kinds of simple enemies
2 different inventories
@damart3d It's free shader from one of most popular YouTube tutorials. I wanted to show that developers still do tricks to improve fidelity, so I opened 2 years old project just to make a screenshot
Similar techniques still used. Especially on terrains. Difference is that instead of multiplying by singing texture, developers use multi-layered approach that:
Remove tiling entirely
Scales detail level based on distance
Adds detail on much bigger level
This very well doc...
This is an excellent example of the lost techniques game devs used to employ frequently. Modern hardware and rendering processes convinced people that quick and dirty techniques like brute forcing high res textures was better, but in reality they look worse and age faster.
Great for PC/Steam, but console ports are where this falls apart - most visible old engines like Quake, Doom etc. are GPL which is incompatible with console SDKs, and I think only Switch 1 is compatible with oldschool OpenGL.
@kinsie As person crazy enough to write my own engine I want to say - DON'T.
It takes way too much time even with experience.
Unless you have a reason. I wanted engine that would run on all platforms (including browser), have quake 3 map format and tank performance with multi threading
@kinsie But realistically I could release a game using any public engine and it would run very well on old hardware. Since if you can write your own engine - you probably can handle well documented public engine
@kinsie As person crazy enough to write my own engine I want to say - DON'T.
It takes way too much time even with experience.
Unless you have a reason. I wanted engine that would run on all platforms (including browser), have quake 3 map format and tank performance with multi threading
Spent last few days implementing stencil shadows in my engine.
It doesn't generate geometry using CPU or geometry shader. It allocates edge vertices once on load and then uses them in vertex shader.
#gamedev#indiedev#indie#PSX#retro#PS2#FPS
so so tired of this sentiment, parallax mapping is hardly that performant compared to alternative methods it is simply a different set of costs and trade offs
it's time for everyone to move on from engagement farming off of 30 year old tech okay we can do better
I'm giving up on completely understanding browser game development.
In browser my engine's single threaded performance is BETTER than multithreaded. Even with bad implementation it should just brute force performance by sheer power of splitting same work into 8 threads.