@runevision@mastodon.gamedev.place
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runevision

@runevision@mastodon.gamedev.place

Indie game developer, procedural generation enthusiast, Dane in Finland. I made VR adventure Eye of the Temple. http://eyeofthetemple.com

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runevision, to random
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Unity packages want samples in a folder called Samples~/ (ending with a tilde) but I can't commit that folder to git because it's simply not showing up in git status.

I can't find any info on this. There's reports on tildes followed by numbers being ignored (to protect NFTS file systems) or people who want to ignore files ending with tilde, but no info I could find on it already being ignored, and how to change that. I'm confused...

runevision,
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Ah, finally found a mention of the same issue here:
https://stackoverflow.com/questions/44129034/git-adding-folders-containing-tilde

I used the proposed "git check-ignore -v" and found that there is a .gitignore_global file in my user folder (not in the repo) which does have *~ in it. Why I don't know. I don't remember putting that there ยฏ_(ใƒ„)_/ยฏ

runevision,
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@aras I used to use SourceTree for Mercurial a lot. It's possible I also tried using it for Git at one point, yeah.

runevision, to random
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We're 10 hours (and countless pages of scribbled notes) into playing Lorelei and the Laser Eyes and it's a great non-linear puzzle/mystery game with Twin Peaks-esque vibes.

I'd say its metaphysical antics are fourth-wall breaking except it's hard to know which wall is the fourth one when the viewing angle keeps changing and the walls are only enumerated with upside-down Greek letters.

https://store.steampowered.com/app/2008920/Lorelei_and_the_Laser_Eyes/

runevision, to random
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Huh, I just learned that "foldout" is not an established term for UI controls that expand/collapse display of sub elements in a tree hierarchy. Apparently that's just in Unity it's called that.

Instead it's called overly specific things tied to the visual presentation, like "rotating arrows" or cryptic/technical general terms like "progressive disclosure controls" or "disclosure widgets". ๐Ÿคฏ

https://superuser.com/questions/638139/whats-the-proper-name-of-that-symbol-to-collapse-expand-nodes-in-a-directory-tr

https://en.wikipedia.org/wiki/Disclosure_widget

Nifflas, to random
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Function naming problems!

So, you know floor/ceiling/round

But, what do I name one that given the input 3.25 has a 75% chance of rounding it to 3 and 25% chance of rounding it to 4?

I realize it's going to be an incredibly useful function for adaptive music.

But... what do I call it?

runevision,
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@xeophin @Nifflas When I read the description of the method I thought โ€œthatโ€™s stochastic roundingโ€ without ever having heard of the term stochastic rounding. Itโ€™s just - thatโ€™s what it is! It should be clear to anyone who knows the word stochastic and the word rounding.

runevision, to random
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Bleh, the simple sample project I want to ship with LayerProcGen has started frequently crashing when exiting Play Mode. It's because I dispose the NativeArrays it uses on Application.quitting to avoid leaks, but some of the generation threads are still accessing the arrays, despite calling Thread.Abort() on them. For unpredictable reasons it doesn't cause issue in my own game.

I've tried a few fixes that didn't work, and I think I just don't know how to fix it properly.

runevision,
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@bitinn Which exit event do you mean?

runevision,
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@bitinn That's editor API, I can't use it from runtime code. And I believe the crash would happen at runtime too, just usually when quitting the application.

Anyway, I'll go with a solution discussed in some of the other replies, but thanks!

runevision, to random
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We may not yet have leaves on the trees here in Turku, but today we were beckoned by these mossy stones in the sun.

sinbad, to random
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The nice thing about Mastodon is when the valley bros on that US non-profit board inevitably persuade the rest that it needs to fire out a for-profit LLC to gain access to additional investment or something and begin the enshittification, we have the option to fork it and go our own way. And wall off the enshittified instances if we want. True distribution means you can cut off the head and the body doesnโ€™t die (which is why Bsky doesnโ€™t work like that and never will IMO)

runevision,
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@sinbad @lritter The US non-profit doesn't replace the German company. Comment from the CTO: "Our operating structure is still the Germany-based Mastodon gGmbH. The new US non-profit is here to facilitate fundraising in the US and promote Mastodon there (plus maybe one day pay developers directly, if we hire in the US)." But if you mean that it's still a slippery slope, then sure, I understand.

runevision, to random
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Nice article. As a C# gamedev, I had half-considered trying out Rust one day to see if (unlike C++ which makes me miserable) I might like it. But now I don't have to; it's clear I would be just as miserable with Rust, just for different reasons.

LogLog Games: "Here's also our postmortem of 3 years of Rust gamedev, and why we're leaving Rust"
https://loglog.games/blog/leaving-rust-gamedev/

glassbottommeg, to gamedev
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Uh. I'm pretty sure this just killed every single indie/AA owned by Embracer: https://embracer.com/releases/embracer-group-announces-its-intention-to-transform-into-three-standalone-publicly-listed-entities-at-nasdaq-stockholm/

Indie doesn't scale. You can't katamari up a bunch of tiny studios and then say "alright break into 100 teams and each make small games!", it breaks down. But that's essentially what they did

runevision,
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@glassbottommeg But isnโ€™t this move scaling down rather than up? All the studios used to be under a single company (Embracer) whereas now it will be split up into three companies. The โ€œkatamari upโ€ happened earlier when each studio joined Embracer, not now.

djlink, to random
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Embracer name is so tainted right now they're rebranding in 3 companies so they can keep doing what they've been doing. https://twitter.com/Wario64/status/1782281799877415084

runevision,
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@djlink Splitting up a company into multiple separately publicly listed ones is no more a rebranding than merging multiple companies is? Or what am I missing?

Nifflas, to random
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I wish there were a local pizza place with a "the extremely bonkers spicy hot chili pizza challenge"

It's probably a good way to stand out too, become known for a weird thing locally. I don't know where to go in town when I crave a pizza of both burning suffering and delicious taste.

runevision,
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@Nifflas Monkey paw finger curls and the challenge now exists locally for you, but the super spicy pizzas are also super gross to you and taste absolutely terrible despite having the hotness you crave. Second paragraph where you mentioned delicious taste was not part of your stated wish; I don't make the rules.

Nifflas, to random
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I've always felt prefab overriding is volatile and weird in Unity, for the decade I've used it, I never feel comfortable overriding fields in the scene 'cause they're easy to accidentally apply when changing a prefab, or accidentally override when I didn't mean to.

But, I've never been able to come up with a satisfying solution to this. To this very day, I never, ever, override a field in a prefab in a scene.

But sometimes I really need to. Anyone ever came up with a solution to this?

runevision,
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@Nifflas Is there a particular reason you need to edit a Prefab instance and apply to the Prefab instead of using the โ€œedit Prefab asset in context of the sceneโ€ functionality?

runevision,
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@Nifflas Editing an instance with the intention of applying the changes is fundamentally a brittle workflow which is why Prefab Mode in Context was introduced to cover the same use case without needing to modify the instance.

runevision,
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@Nifflas How could any workflow or tools solve this? Encapsulation would still let you make those temporary overrides, just with more steps.

runevision,
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@Nifflas I mean, you said yourself in this thread that the chaotic mess happens because you keep overriding things in the scene with the intent to save them into the Prefab, even though you know it's bad, just because it's convenient. But you can do tons of bad convenient things all the time, which you don't because you choose not to. I use Prefab overrides in the scene with intent (only when I want an override in the scene), and I never have issues with accidental overrides.

runevision,
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@Nifflas I agree encapsulation is a good idea though (if you think so; a bit unsure based on your replies). But as you say, it's incompatible with some of the workflows you say you want. And preventing scene saving sounds like an anti-pattern to me that would often result in lost work, because we can't know when a user might suddenly need to close Unity on short notice. But ok you also said to not listen to your ideas because of how esoteric your criteria are compared to many other users. :)

runevision,
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@Nifflas Yeah, that's the basic concept in encapsulation, I agree it's very good, similar to an OOP interface.

runevision,
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@Nifflas Yeah! I'm really annoyed the feature was just dropped (or put indefinitely on hold or whatever).

runevision, to random
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LayerProcGen is a framework for layer-based procedural generation that's infinite, deterministic and contextual, that I'll release as open source later this year.

Check out the documentation work in progress and let me know if you have questions!
https://runevision.com/tech/layerprocgen/documentation/

Video showing terrain with debug visualizations appearing, show locations and how they're connected. The camera then zooms out and shows various data layers visualized under the terrain.

runevision,
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Here's an explanation I just wrote elsewhere of some of what's going on in the video.

runevision,
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It looks like I'll be doing a talk about layer-based generation at the Everything Procedural conference in two days!

I just learned about this yesterday (another talk was canceled and they offered me the spot). Not much time to prepare but I hope I can make it interesting.

runevision, to random
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I was cautiously optimistic that my recent upgrade from Unity 2019 to 2022 actually went ok, but now I've discovered that grass no longer works in builds, and none of the workarounds I've read about fixes it.

Trying to work with runtime-generated terrains is such an eternal struggle in Unity, it's super demotivating.
https://forum.unity.com/threads/terrain-grass-details-for-generated-terrain-broke-in-builds-every-workaround-tried.1565392/

runevision,
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@aras @protopop @logicalerror There was a time at Unity when regression was automatically given high priority because stuff that used to work just shouldnโ€™t break. But it changed at one point (not sure when) and clearly now they donโ€™t really care about breaking stuff.

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