Viewing profile — wilberton
wilberton
HN member- Joined
- Fri, May 03, 2024, 3:23 PM UTC
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About wilberton
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Recent public activity
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Comment #47846952
Lots of old racing games used a PVS. The way it was calculated was by flying a camera around the track and calculating what was visible every few meters using occlusion culling, th…
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Comment #42175619
In essence mega-lights is ray tracing one shadow ray per pixel, then using some temporal de-noising to try and smooth away the noise. This is in contrast to how games traditionally…
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Comment #41781790
Yup, raylib is great. Sokol is another solid choice for the low level bits - that's what my engine is built with and it's excellent (at least for indie level games).
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Comment #41781741
Absolutely agree! It's totally doable, but it does require some desire/ability to dig under the hood little. I think a lot of people conflate the game engine with a game editor, an…
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Comment #41780875
It's definitely possible to do it - for me the key is to write the game and the engine together, and only implement the bare features you need. For the first game at least, the eng…
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Comment #41780820
I started with a simple on screen 'watch variable', so I can visually inspect values over time. I added simple click drag edit support so I can then edit a value too. Over time I'v…
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Comment #41780320
Very cool - nice tutorial! I've released a few games with my home made engine (most recently https://poki.com/en/g/blaze-drifter ) My best advice is only write enough engine to sup…
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Comment #41095570
Yeah, a depth prepass won't help you if you're vertex bound. It's most useful when you have high depth complexity and expensive fragment shaders (which to be fair is most games). I…
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Comment #40251896
It totally depends on the type of game you want to make, whether using an existing engine or rolling your own is the best option. This is one of the games I've made with my engine:…
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Comment #40248775
Not the parent, but I also use sokol as the base for my engine. I've shipped 3 3d web games with it, and honestly it was the best technical decision I ever made! There's just so mu…