@SebAaltonen We have this in our engine and used it on Claire de Lune all over the place (virtually all the terrain is done like this). This video is from about 8 years ago. Did blending in depth pass to avoid 2 lighting passes, composite on the gbuffer kind of like a decal. Performs great.
@Jonathan_Blow Our entire company is full remote, always seemed to work pretty well. Then again we've never been in person, I guess possible it could be better!
@tejasybhakta@ID_AA_Carmack@TimSweeneyEpic The engine we built that runs our game Killer Inn was made by two people. π€· Not that we're as famous as Tim and John but there are excellent programmers all over the place.
We went hands-on with the upcoming social deduction game and action RPG, Killer Inn, and came away very excited to betray all our friends.
Our preview: https://t.co/gLZSmC7D6B
I played Square Enix's upcoming multiplayer murder deduction game "Killer Inn", featuring innocent lambs and a vicious wolf.
Honestly, I can't wait until I can play it again.
https://t.co/ljByep8nvv
This is Killer Inn, a 24-player multiplayer game from @SquareEnix where you compete in a game of life-or-death using social deduction skills to win. #SummerGameFest
@Jonathan_Blow I think useful as a replacement for googling especially for problems that are already well answered. If I ask it to do a line/line intersection test, it can handle that pretty easily. I was trying to get it to remember syntax for a natvis file and it couldn't handle it.
@ID_AA_Carmack@SebAaltonen@RonanMarchalot We had a pretty nifty watercolor post effect we wrote back in 2012-ish using geometry shaders. Game never shipped though and didn't perform very well. Wish I still had a screenshot of that...
@ID_AA_Carmack I get terrible simulation sickness and have spent the better part of 30 years trying to find ways around it, and have incorporated improvements into our engine. Biggest improvements are: Including a crosshair, reducing screen size, widening FOV (85-90 hFOV), dropping FPS to 30.
@simplex_fx Yes you could of course re-index all static entities to fit into a tighter range, clearly no one has billions of entities in a game. Just giving one example of why people use UUIDs at times as it can make some things easier. Can keep at 64 bit UUID if you're careful.
@simplex_fx So then you get sub-entities 1 + (1->5), 2 + (1->5) and you have collisions. So you might try to go, okay well prefab entities are 1 + ((1->5) << 8) or something to avoid collisions, but if your prefabs have prefabs inside them (they're nested), now those have to become << 16...
@simplex_fx store them in some other bit depth to avoid that, but if they're nested, depending on how deeply nested, you start running out of bit depth really fast. So you just use a UUID and then it all goes away. That's one reason people might use it. As far as perf is concerned,