In this progress update, we unveil improvements made to adventure mode's UI and equipment system, show off the possibilities of new angled roof blocks, and treat you to a brand new track from the #Hytale OST!
New Blog Post LIVE -> https://t.co/h7Jq0bRuDB
We’re excited to welcome @Hypixel Studios to Riot Games. We look forward to supporting the @Hytale team during their development process and beyond. Learn more: https://t.co/PMk6RMRvSa
Hypixel Studios is entering a new era in partnership with @RiotGames! @Simon_Hypixel and @Noxywoxy have more information to share about this new relationship and what it means for Hytale: https://t.co/g81w9IWdcX
We take a look at new rendering effects, upgraded atmospheric audio, and the progress we're making with Hytale's farming system in a new progress update!
NEW Blog Post LIVE -> https://t.co/fJckjLukjH
Delighted to welcome @thinkofdeath (thinkofname) to the Hypixel Studios team.
He joins us from a long and storied history of serving modders and the mod community. So he will fit right in ;-)
His work will focus on server side stuff.
Please join me in sending some love <3
@machineloveus As for using Rust its been great but at the time lacking a lot of the libraries that other languages have. Its a lot better now but the gamedev scene is still pretty new so you'll be on your own most of the time. Things like gfx-hal are exciting though and having rayon is great.
@machineloveus I use blender for creating models and kritia/gimp for textures. Programming is done in VSCode. Gitlab for CI Builds. And that's pretty much it. Models are converted using my own tool and the UI is built with FunGUI.
@machineloveus I don't know of any sadly. UniverCity is just a 3d game for the most part which gets around the normal ordering issues with sprite based isometric games. The only thing I do differently is render with a orthographic viewport and angle it to look isometric. https://t.co/pyvt00afoU
Sometimes I wonder if I should give in and start using a game engine like Godot instead of writing my own all the time.
I feel like I end up fighting the engine whenever I try and use one though.
@MajesticFudgie In quake its just a byte array of light levels https://t.co/bo0ljvLtNM which I have to work out the size of all the light maps in that data https://t.co/o6y5AlujoA and convert it to a texture atlas. The atlas generated at runtime ends up looking like this.
After some interesting issues I managed to get my rust quake map viewer converted over to use gfx-hal (only tested with vulkan currently). Think I kinda have the hang of the basics now, kinda fun to figure it all out. https://t.co/4WHAOENfKi #rustlang#gamedev
@MajesticFudgie I wrote it a long time ago in another language and port it to other languages for fun sometimes. None of the original quake code was used (I looked up the file format specs)