
sam
@samloeschen
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has anyone made a drop in, performant CPU particle system replacement for Unity? I just see people using Shuriken or VFX Graph. Considering just rolling my own for our next project but figured I'd see if there's anything Good out there
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Playing around more with the Donut County vibes - but this time you have both a portable hole and a portable mound. And the hole grows bigger when it consumes cubes, because that's what holes do (obviously).
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The reason we need better software isn’t just to "shave milliseconds". When a simple build takes minutes, the cost of iteration rewires your brain. You stop exploring ideas and start avoiding them. And that’s fatal, because iteration is the essence of invention. Slow tools
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The fact that this post can even be engagement bait, lol The post-AI programmer brain atrophy is so real
i wish there was a way to build deterministic software where you could just give instructions to the computer and it would execute them as ordered, i believe that’s when we will have true AGI
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Ok sure but it's disingenuous to give people outwardly caveat-free tools like nanite or lumen or tbh blueprints and then act surprised when the resulting software runs poorly Optimization is primarily the job of the engine devs as it starts with them
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100%. Having a custom renderer for Wheel World opened up so much stuff like this
A benefit of writing your own engine is you can easily just implement weird bespoke things that are annoying or impossible in other software, such as - automatic procedural line boil - exponential smoothed object movement - 3D parallax on 2D paths
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crazy to say but having seen a few friend's games get absolutely binned by their publishers this year I think that given the option, descoping until you can self publish would actually be the less risky decision at this point
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Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.
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Nonlinear perspective distortion, rest of this topic will become thread under this post over next few days (unless I decide there is no point to it) #gamedev #rendering #vfx
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it's really funny to me that people are complaining about how annoying the traffic is in our cycling game lol
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hey y'all, I've been less active on social media for some time now but the game I've been pouring my soul into for the past four years is out today. It would mean so much for me for you to play it
store.steampowered.com
Dive into Wheel World as Kat, a rider chosen by ancient cycling spirits. Race elite teams, trick out your bike, and perform the long overdue Great Shift ritual to save a universe on the brink! Your...
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I can't believe Wheel World is out tomorrow. 4 years. Afraid/excited for everyone to play it and afraid/excited for the next chapter of my career
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I've been asked if the display is showing a recorded video, if it's AI generated, or surprised to learn that the control panel is actually functional and not a prop, so probably best to be clear: Glitchbox is a functional playable instrument with tactile controls that respond to
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