I always think glimpses of the custom tools used in game dev are really cool. I work in large scale ML systems and I wish there was similar effort put into tools for observability and debugging of neural networks. I'd be tempted to work on game dev tooling one day if there were more remote work opportunities.
>I wish there was similar effort put into tools for observability and debugging of neural networks.
So do it. Then show it to your team and boss then boss's boss.
Its refreshing to see something different than another unreal engine based game. It must be extremely challenging to have your own inhouse engine. The engine is one thing. The tooling to build levels, animations etc is maybe even harder. I guess it also gives some advantages. More control over low level architecture gives you more opportunities to optimize. Harder with a all purpose engine like Unreal. Cant wait to p…
> It must be extremely challenging to have your own inhouse engine.
Agreed - there are so many off-the-shelf engines with big communities that you'd really have to need full control to do it yourself.
Love the tone of the article. Example: Our marketing folks would say the characters are more responsive and lifelike than ever before; our internal dev notes described it as "the characters won't bump or get stuck into objects in tight spaces".
The perennial problem with marketing language seems to be that everything needs to be reworded to "make sense" to someone who doesn't know anything about the actual product that is being marketed.
Is the product marketed here a video game or a video game engine? Why do you expect every video game player to understand graphics programming?
Wait, so they have an ECS game engine with a AAA renderer and nanite-like tech along with a lua based scripting engine and Hollywood level facial animation? They should release the engine. It's a solid competitor to Unreal (more scalable due to ECS, easier to write with Luau)
Lots of studios do. Turning internal software into a product for others is a different thing.
Yeah, even Valve have (maybe surprisingly) chosen not to license the Source 2 engine.
The perennial problem with marketing language seems to be that everything needs to be reworded to "make sense" to someone who doesn't know anything about the actual product that is being marketed.
Is the product marketed here a video game or a video game engine? Why do you expect every video game player to understand graphics programming?
I don't see a harm in learning at least minor terminology to better bridge the communication gap between developers and consumers.
I always think glimpses of the custom tools used in game dev are really cool. I work in large scale ML systems and I wish there was similar effort put into tools for observability and debugging of neural networks. I'd be tempted to work on game dev tooling one day if there were more remote work opportunities.
Love the tone of the article. Example: Our marketing folks would say the characters are more responsive and lifelike than ever before; our internal dev notes described it as "the characters won't bump or get stuck into objects in tight spaces".
The perennial problem with marketing language seems to be that everything needs to be reworded to "make sense" to someone who doesn't know anything about the actual product that is being marketed.
Somehow the movement of the characters feels still quite uncanny to me. In the video about the "voxel-based character controller" the walking looks more like gliding. And in the first few second in "NPC locomotion" the walking just does not seem right. I think it is the fact that each step looks exactly the same and everyone uses the same step size. So the character are awkwardly tightly coordinated. One can see more…
I wonder if someday there will be a walkgpt with normal or zombie modes.