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Yaeko

@YaekoGames

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Developer of the "ReThink" (and other) games.

Joined August 2017
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@YaekoGames
Yaeko
5 days
Still reinventing the wheel to streamline stuff. Previously I just dropped the cubes in the puzzle area, now they take up much less space and dont interfere with the puzzle if not used. Also a lot easier to get an overview about the available pieces when entering a puzzle.
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@YaekoGames
Yaeko
18 days
When you test with thousands of cubes and lasers, just to make sure that performance will be fine. That is way more than ever will be needed, so the game should run in the hundreds of fps even on somewhat older cpus.
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@YaekoGames
Yaeko
23 days
currently resolving all the "issues" that might become a limiting factor for what I want to do, so that I wont run into trouble halfway through. The lasers will be annoying to deal with, but I got a plan for those too. 😌
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@YaekoGames
Yaeko
23 days
what looks like a grid in the sky is 4000 dynamically scalable window pieces that are "free" in terms of performance. can do the same for pretty much anything in the game, assuming that the underlying setup is made for it. This resolves a huge problem of past games I made.
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@YaekoGames
Yaeko
23 days
When you redo things from scratch, you can adapt all things to 5 years of technological progress. Seperated translucent/opague parts allows ue5 to hide them at distance, because they are not "free" in terms of performance, unlike opague ones. PS: yes, thats a vehicle prototype.
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@YaekoGames
Yaeko
24 days
Dumb experiment that makes no sense on its own, but is important for "later". but I will probably solve it differently, but it works fine for other use cases that are less extreme.
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@YaekoGames
Yaeko
26 days
some quick performance testing - looks like I can finally bring back the outdoor parts of my puzzle games, and make them huge too. From grounds up rebuilt, and the plan is to "go crazy" on some things πŸ™ƒ
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@YaekoGames
Yaeko
2 months
very unfinished, but need to figure out "RTS buildings" for a new game - now, that the technical stuff is resolved. Its always complicated the first time πŸ™ƒ
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@YaekoGames
Yaeko
3 months
Want to make a big fancy tower-defense game and have to figure out my technical limits and "best ways of doing things" 2000 Towers + hundreds enemies at the same time, and its fine. (can still optimize this.) I always figure out the limits first, then build around these limits.
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@YaekoGames
Yaeko
3 months
experimenting with (mostly) decorative "markings"
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@YaekoGames
Yaeko
4 months
back to the drawing board, resolving "that games" problems πŸ€” Making stuff more intuitive and easier to use, while adding stuff.
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@YaekoGames
Yaeko
4 months
hmm, not sure if this is good enough graphics for a free game πŸ™ƒ
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@YaekoGames
Yaeko
4 months
Just a test - but I really need an offset between the tiled cubemaps. (sadly: no idea how to do that right now) If I figure out the buildings, I can bring back the city from the older games, but in extra-large. or I just scrap the cubemaps? πŸ˜…
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@YaekoGames
Yaeko
4 months
How about we do a Free game for once? 😊 (WIP)
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@YaekoGames
Yaeko
4 months
how many trees can Nanite Foliage handle? Yes. (5km2) How many polygons per tree? Yes. (2nd image is a leaf... a single one.) 😱🀯 Just #UE5 doing #UE5 things.
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@YaekoGames
Yaeko
4 months
Day/Night, but for some reason there is a visual issue with it πŸ™ƒ - gotta figure out what that is, why, and how to get rid of it. (or at least work around it) WIP
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@YaekoGames
Yaeko
5 months
Meh, that will do, for now.
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@YaekoGames
Yaeko
5 months
Since I needed cards for that game, I decided to go "all the way" by turning them into actual "3D-Windows" that show the world in the card and the view changes based on card movement. PS: yes, I know that it looks "weird" right now, just doing technical stuff currently.
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@YaekoGames
Yaeko
5 months
what if... πŸ€”there was more than just desert? Of course, missing everything, just the foundation^^
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@YaekoGames
Yaeko
5 months
paths and rivers really turned out much better than I expected, given that the base is hex-based. paths can form really nice weaving shapes that make it hard to spot the underlying tile-grid. WIP
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