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HighGame_Dev² (NIGHTCALL) Profile
HighGame_Dev² (NIGHTCALL)

@HighGame_Dev

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La baguette 🥖🇫🇷 @highgamedef Lead developer of @nightcall_game

France
Joined March 2022
Don't wanna be here? Send us removal request.
@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
5 days
The Crew 1 will be playable again on September 15. We won, FUCK YOU UBISOFT
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
7 days
I'm really just making the rainy version 😭 (vertex shading i love you)
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
7 days
I created a daytime environment to work on the map and see it better. Everything was going well until I realized. I've recreated the graphic style of TDU1 💀. #GodotEngine #RacingGames #indiedev
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
10 days
It's a lot more work, but it's a fun work. And it can only be good for the artistic direction and optimization of the game !.
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
10 days
Godot's SDFGI system had to recalculate the cascades for every movement. This obviously had a big impact in a car game, so I switched everything to more traditional techniques, sacrificing a bit of dynamism but gaining on performance. #GodotEngine #RacingGames #indiedev
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
17 days
RT @f11bot: FINALLLLYYYYY YAAAYYY!!!😭.Obstacle Avoidance System is working!!*. *90% of the time that is. (just wait for the bloopers :D)….
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
18 days
Silly ahhh me for multiplying a random value by 500. Please welcome the R32 jet Edition 🥲. #GodotEngine #RacingGames #indiedev
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
21 days
Thanks to MTerrain's road editor, designing the map is faster than ever 🤌. I would like to finished the mountain part before releasing a demo, and I now think that this is possible before the end of the year. #GodotEngine #RacingGames #indiedev
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
22 days
Did you say “lots of colorful light for no reason, just because why the f not?”. Ohh. sorry, I thought you did 🥲. #GodotEngine #RacingGames #indiedev
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
23 days
This, in a slightly darker version, with the InspectorTabs/AssetDrawer plugins, and here is the most beautiful version of the #GodotEngine ☝️🗿
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@StayAtHomeDev
StayAtHomeDev - Making Children of Kronos
25 days
I think it's time we've accepted that @passivestar_ 's "Minimal" Godot theme should become the default Godot Editor theme. It's time #godotengine
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
25 days
I'll keep the main theme secret for now, but here's a little preview of some track I composed last week for my game !. #GodotEngine #ableton #RacingGames #indiedev #IndieGameMusic
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
28 days
So. I added wind. (I make some bamboo / remodeled a palm tree then animated the trunks with shape keys then adding physical simulation to the leaves to export a mesh shape to make it loop and convert it to vertex animation ☝️🤓). #GodotEngine #RacingGames #indiedev #PhotoMode
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
29 days
Other than Sketchfab, do you know of any free/paid 3d model websites with a 3d viewer and lots of content available ?.
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
30 days
The vibe of my game 🌃🌴. #GodotEngine #RacingGames #indiedev
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
1 month
So that's basically my workflow for the "mountains" part of my game. I'll probably have to modify some things for the city area later. Subscribe so you don't miss out on the features of this gas station 👀
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
1 month
In my main map i've created a very simple tool to visualize and calculate the chunk's spawn area relative to the player. And when he approaches I load the content by sending a request to the threads. (5/6)
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
1 month
Next, knowing that my game is limited to closed roads, each location of this type is a point of interest that I can easily group. So I compress everything into a separate scene. (4/6)
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
1 month
First, I created a script to modify the instances transforms in a MultiMesh. This allowed me to quickly duplicate objects (bushes, streetlights, etc. ) without exploding the number of draw calls, and to choose those who really needed collisions. (3/6)
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
1 month
My first idea was to base it on existing streaming systems such as Unreal's world partition. so cutting the map with a grid and load the areas that way. But after a few try i realized that it was far too complex for my intended use 💀 (2/6)
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@HighGame_Dev
HighGame_Dev² (NIGHTCALL)
1 month
So over the last week i tackled the #Godot's performance issue when we have complex scenes with thousands of objects. Like with Terrain there is still no official built-in solution but I thought it would be fun to try making my own thing this thime ⬇️ (1/6) #indiedev
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