@Robin_Van_Ee@mastodon.gamedev.place
@Robin_Van_Ee@mastodon.gamedev.place avatar

Robin_Van_Ee

@Robin_Van_Ee@mastodon.gamedev.place

Solo game developer working on Roads of Wonder. An open world sandbox RPG.

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Nifflas, to random
@Nifflas@mastodon.gamedev.place avatar

deleted_by_author

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  • Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @Nifflas Makes sense since TMP wasn’t developed internally. It was originally sold on the asset store and Unity bought it.
    I always thought it was awkward to use.

    grumpygamer, (edited ) to random
    @grumpygamer@mastodon.gamedev.place avatar

    When you first launch a game do you...

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @grumpygamer Accessibility settings and making sure the game doesn’t run at 5FPS first.

    Nifflas, (edited ) to random
    @Nifflas@mastodon.gamedev.place avatar

    Unity devs? Do you primarily use the Entity Component System in new projects?

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @Nifflas Tried it for a project a while ago and I didn’t really like it. Felt unfinished.

    I’d love to use it for my NPC’s but the list of engine features I wouldn’t be able to use is huge.

    badlogic, to random
    @badlogic@mastodon.gamedev.place avatar
    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @badlogic This whole article seems to point at a larger issue in game dev information. See, 99% of developers never ship a second game. They ship one, it flops, and they leave the industry.

    That means that the majority of discussions, tutorials, even whole game engines are made by people who have never shipped a game before.

    As a result, there’s a very low signal to noise ratio in game dev resources. It can be tough to filter that.

    Danc, to random
    @Danc@mastodon.gamedev.place avatar

    Where do 'games as a service' end up long term? One good example of entertainment as a service is Sports.

    • Relatively small number of major sports popular for generations.
    • Religion-class cultural movements in our secular world
    • Massively profitable.
    • Rarely about the technology or innovation.
    • Lots of smaller sports that also exist, but rarely break out. A major new sports show up every 20-40 years.
    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @grumpygamer @Danc People pay quite a bit of money to watch F1. It’s not free.

    aras, to random
    @aras@mastodon.gamedev.place avatar

    “RISC vs CISC debate needs to die” via @chipsandcheese is good https://chipsandcheese.com/2024/03/27/why-x86-doesnt-need-to-die/

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @aras

    This debate annoys me so much. ARM isn't even RISC anymore and both Intel and AMD have already matched Apple's power efficiency with Core Ultra and Z1 respectively.

    Meanwhile Quallcomm's laptop chip attempts can only be summarized as "unimpressive".

    grumpygamer, (edited ) to random
    @grumpygamer@mastodon.gamedev.place avatar

    Ark version control for games seems like a nice option, but it's lack of a Mac client is a non-starter for me. They say it coming so I'll wait. I am also skeptical of their locking scheme, it seems very error prone. Maybe they have normal locking as well. A Twitter account but a lack of a Mastodon account is also a red flag.

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @grumpygamer Highly recommend PlasticSCM.

    noio, to random
    @noio@mastodon.gamedev.place avatar

    Unity ScriptableObjects should have 'Components' just like GameObjects

    It would be so useful to use the 'Composition' pattern on ScriptableObjects, both from a UI and a programming standpoint

    Unity itself even hacked this in on the PostProcessing stack

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @noio I built a system like that. I regret it. https://github.com/Wolfos/WolfRPG.Core

    Just complicates things. The data is barely modular anyway and now I need to do a bunch of GetComponent calls, and/or pass around multiple components.

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @noio On the plus side it does look pretty cool :)

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @noio @Robin_Van_Ee It’s all JSON and Adressables.

    aras, to random
    @aras@mastodon.gamedev.place avatar

    Unity doing 25% staff layoffs -- ouch, terrible for everyone involved. Even the ones that aren't laid off, still sucks.

    And yes, the company did grow too big and too fast, but that is leadership fault, not the folks being laid off right now :(

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @aras In 2020, Unity had 3379 employees. By 2022 they had grown to 7703. Absolutely crazy. Even with 25% laid off that’s STILL growth.

    maxim, to unity
    @maxim@mastodon.gamedev.place avatar

    More than 2 years have passed, and Unity still hasn't added in the Input System adaptive trigger support for DualSense 🎮

    And this is maddening, because this functionality would add a good feature to the games

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @maxim Xbox has had four rumble motors for a decade now and Unity still only supports two.

    aras, to random
    @aras@mastodon.gamedev.place avatar

    Screen space reflections test in Latvia!

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @aras No disocclusion artifacts. Must be ray traced.

    aras, to random
    @aras@mastodon.gamedev.place avatar

    You ever get the feeling that your own shadow is badly filtered?

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @aras Rare insult

    aras, to random
    @aras@mastodon.gamedev.place avatar

    Looks like Unity Graphics github repo already contains Timothy Lottes new "STP" upscaler https://github.com/Unity-Technologies/Graphics/tree/27341ce/Packages/com.unity.render-pipelines.core/Runtime/STP

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @aras Looking forward to triggering every single bug in the system :)

    noio, to random
    @noio@mastodon.gamedev.place avatar

    If you do anything with Unity Terrains you should check out MicroVerse on the asset store.

    it's impossible to ever go back to hand painting terrain once you've experienced a non-destructive workflow 🤯

    video/mp4

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @noio Does it work on the latest tech branch?

    maxim, to gamedev
    @maxim@mastodon.gamedev.place avatar

    How long does it take for Unity to make me a Switch build, I understand that this example isn't that long, but I have to wait 6 minutes each time

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @maxim More CPU cores would probably help. My PC builds are quite fast at least. Even a clean build is 5 minutes, including HDRP shader compilation.

    My previous employer was generous enough to grant me a Ryzen 9 5950X.

    glassbottommeg, (edited ) to random
    @glassbottommeg@peoplemaking.games avatar

    Don't use real brands in your games/novels

    Not because you can't, but because you often can in novels at least— but shouldn't, because you're giving mega corps free advertising.

    I mean there's other good reasons too, like "inventing dumb fake brands is half the fun", but that's plenty reason already. Don't lick boots, even if they taste like Oreo.

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @grumpygamer @ja2ke @glassbottommeg The way I understand it, you’re allowed to mention trademarks (company / product name) but when you make it visual you’re dealing with their copyrighted material which has much stricter rules on usage.

    You can have a character who loves Pepsi, just can’t show the actual can.

    psychicparrot42, to random
    @psychicparrot42@mastodon.gamedev.place avatar

    deleted_by_author

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  • Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @k @psychicparrot42 @glassbottommeg Yes, and Unreal’s system feels horribly antiquated in comparison.

    See: https://docs.unity3d.com/Packages/com.unity.inputsystem@1.8/manual/index.html

    Very flexible system. Supports practically every controller out of the box.

    GIbiz, to random
    @GIbiz@mastodon.social avatar

    deleted_by_author

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  • Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @GIbiz Sorry, half a TRILLION? That must be a typo.

    bitinn, to random
    @bitinn@mastodon.gamedev.place avatar

    I find it weird Cities Skyline 2 actually use Unity’s own rendering pipeline (as dev team had used their in-house rendering stack in CS1).

    And HDRP were unfortunately not scaling well in a huge dynamic world (and dev team wasn’t given the time/manpower to use it well, one example is the CSM pass is costing 1/2 of the 80ms frame time).

    https://blog.paavo.me/cities-skylines-2-performance/

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @bitinn Shadow maps are by far the highest cost thing in HDRP (even more than ray tracing) but 40ms is not normal.

    I'm guessing it's the huge amount of geometry that causes this.

    RYStorm, to random
    @RYStorm@mastodon.gamedev.place avatar

    Why do I keep running into American police cars in The Netherlands? I never saw a Dutch one while in the US.

    image/jpeg

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @aeva @RYStorm Only the old Porsche 911.

    0xabad1dea, to random

    I am so frustrated with how Apple is always shipping brand new hardware that is starved for storage and ram compared to the device’s purpose and price. Guys, I don’t mind paying for quality as long as you remember to include the quality

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @whynothugo @0xabad1dea

    Whether it's enough for some people isn't the point. Their base model offerings are getting awfully expensive for the low-end hardware they offer, and they overcharge for upgrades.

    You can't put 8GB of RAM in a device, charge over €2000 and call it "pro".

    eniko, to random
    @eniko@peoplemaking.games avatar

    im starting to feel like maybe giving hundreds or thousands of games away for free or virtually free is not doing good things to those trying to survive by developing games

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @eniko I think these things are more of a symptom of there simply being too many games.

    You can absolutely still survive by selling games at a fixed high price. But more than anything you need to stand out from the crowd.

    glassbottommeg, to gamedev
    @glassbottommeg@peoplemaking.games avatar

    On the one hand: I really don't like mergers between giants.

    On the other: ActiBlizz has been a cancer in the industry for over a decade, fuck them with a rusty hot poker, maybe MS can drag them into being less shitty and not sitting on their fucking IP hoarde like a jealous dragon.

    It's possible to likely that MS owning them will literally kill them, and they'll melt away, like so many other acquisitions seem to go, and then Microsoft will take a huge financial soaking and maybe be gunshy about huge mergers after and— Good! I like all of these outcomes, heh.

    It's also possible that under MS stewardship, they'll make great games!

    It's just, we haven't really seen that yet. It seems like studios brought into MS proper sorta, languish? They keep buying studios because their internal games keep not cutting the mustard. Not sure it's working, yet anyways.

    Robin_Van_Ee,
    @Robin_Van_Ee@mastodon.gamedev.place avatar

    @glassbottommeg I'm not really sure Phil Spencer is the guy to get Activision into shape.

    The Xbox publishing arm feels absolutely directionless. On paper they've got all these great studios, who get the time and budget others can only dream of.
    But in the end, they still underdeliver.

    Whatever it is they're doing (or not doing), it isn't working.

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