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weatherfused
searching PlanetScale…
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by
weatherfused
1y ago
Thank you! That's awesome, I look forward to trying Vulkan eventually. There's actually no AI in the game; no pathfinding either. The player has full control of creating routes for the drones (e.g. like building conveyor belts). A
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weatherfused
1y ago
Despite having lots of employees, I think their games may still be too large in scope for their timelines and resources. Thank you very much!
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weatherfused
1y ago
Being a solo dev could possibly give me an advantage here because I've been able to design the game with engineering feasibility in mind - compared to larger studios which can have a disconnect between product and engineering. In addit
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weatherfused
1y ago
One of the advantages of making your own engine is making it specific to the game rather than general purpose - makes development easier and performance better. So it's not really sellable in its current state - that would require a to
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weatherfused
1y ago
Cascaded shadow mapping: https://www.ogldev.org/www/tutorial49/tutorial49.html For soft shadows, I tried several different techniques but ended up settling on PCF because it has less visual artifacts than other me
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weatherfused
1y ago
TCP for everything for now with Nagle's algorithm disabled. Since the online aspect of this game is player-hosted servers for co-op with your friends (e.g. no PVP), it should be fine. I've heard even some MMOs like WoW used just T
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Show HN: I made a 3D networked open world automation game with no game engine
(store.steampowered.com)
19 points
by
weatherfused
1y ago
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12 comments