Studying Computer Science in the University of Tartu. I mostly do #gamedev on #gamemaker, though ocasionally venture into the land of web, C++ and statistics
@YouTube Well, that's it! I've had enough! I'm moving to VIMEO, where they still have a SHRED of INTEGRITY for video operation services. You have done a HORRIBLE JOB at running a video filehosting website. The copyright system is broken, the monetization is messed up, etc. GOODBYE!
This real-time CPU fluid sim runs on one CPU core (with GPU rendering of course). It was a research project to find an efficient method to handle realistic water, without taxing the entire system. I think you guys know what's coming next in our voxel game. #gamedev#voxels
Turns out the new structs in #GameMaker have two very different modes: anonymous constructors are technically methods, non-anonymous ones are normal assets. Hence there isn't a built in way to compare the two.
Here's a preview of Vitality's new 2D lighting / global illumination engine, designed to be vastly more capable and efficient than the previous system!
If you're interested in the project, you can follow it on Steam here https://t.co/xPH4JYcNNO
#gamedev#indiedev#GameMaker
"So we're down here, slurping down rat gristle, and you... you're telling me they've got *gilded goddamn horses?*"
"And trees, Val. *Real ones.* You... you even remember what those look like?"
"Meropis..."
#screenshotsaturday#pixelart#ドット絵#IndieGameDev#gamedev
After 3 years of development the time has finally come... I proudly present to you; the Launch Trailer for #Nira! I hope everyone enjoys the game.
Wishlist / Buy it here: https://t.co/umP7uyezXI
Sharing is caring! :) 🔃💙
#IndieDev#GameDev#IndieGame#GameMaker#PixelArt
@Quackertree I'll do more in-depth tests in a few days and will share the results. Right now I only have basic preliminary tests which showed my pathfinding to be _slightly_ faster in some scenarios, but slower in others. I have to do more testing.
1/ So I'd like to explain a bit how I achieved pathfinding that in simple scenarios does nearly zero exploring and in complex scenarios does as little as possible. #GameMaker#GameDev#GameDevelopment#IndieDev
@Quackertree Depends on the scenario, but mp_grid_path is quite limited. My pathfinding is meant for groups and needs to take tile density/slowness effect into account.
6/ A note: the 'stickiness' towards greener areas happens when it is slightly more optimal to go through the more easily walkable green area than the green area as also seen on this image.