Independent Game Developer. Principal Engineer Unity Demo Team (Enemies / Heretic, Book of the Dead, Adam, Blacksmith). Prev @ DICE / EA / Ubisoft / Scattered.
Contribute to open source, learn through self-education or courses, record educational podcasts, or grow your pet project easily with a FREE Rider subscription for non-commercial development.
Download and start today 👉
https://t.co/hKq3IldNUK
Spread the word! #dotnet#gamedev
@robertsdionne@tom_forsyth Absolutely do write your own game engine. It’s hugely educational and generally quite satisfying. Just decide up front why you’re doing it.. Is it to learn new things or explore techniques? Is it to ship an actual game? Said game will probably take significantly longer to make.
If you want to learn more about the GPU-driven rendering tech that we built for #AlanWake2 there's now a video recording of the talk that I did earlier this year at Digital Dragons:
https://t.co/mcVwgl5ycR
This article on virtual shadow maps is insanely detailed (and good).
I'm not sure how similar the implementations are, but this technique is also used in Unreal Engine.
https://t.co/pdhT2thhk2
@epyoncf@EsotericCofe Of course it matters. It's not just about raw compilation time; not even about compilation + loading time, it's about staying in the state, context and flow that you were in when you realized you had to change code.
@Amalric You've gotta choose your poison, I guess. I find that I have to leave the crypto scam ads around to keep the next wave of straight up porn ads at bay.
Looking for an extremely fast hash table? Check out Excalibur hash. I wrote this hash table about two years ago but only now found some time to write a proper description and benchmark results 😀
https://t.co/pK528kFTQp
@SadlyItsBradley Do you think gloves are needed going forward? Besides solving occlusion problems, is the quality significantly better than camera-based hand tracking?