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Prikvačeni tweet
This is a game written in
@rustlang and OpenGl (in progress). Today, I fixed the procedurally generated ruins so that any floating chunks of the building wouldn't be there. Another dev and I have teamed up to turn this simulation and crafting game into reality.@rust_gamedevpic.twitter.com/bqXcfoLXXM
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Still working on a lot of "backend" things without any cool visuals to show at the moment
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I really enjoy luminance (a slightly higher level Rust OpenGL crate), especially how pedantic it is with making sure your own types will follow the underlying logic, and how elegantly the graphics pipeline has to be "built".
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Elina Pixel Mage proslijedio/la je Tweet
We don't require a specific degree for any position. Anyone who can solve hard problems, publish scientific papers on them, give public talks, and transfer the technology to product groups is valued regardless of where they acquired those skills.
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The magical worlds of fantasy media with mages and ancient knowledge inspire me to create magical things with programming and math. Extremely silly, but this childish magical giddiness is something I feel regarding graphics and math puzzles that really fuels my creativity.
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Elina Pixel Mage proslijedio/la je Tweet
freelancers i know feel stress about logging hrs, not logging the hrs spent thinking on work or planning etc. POLL: for those in salary “office” jobs, NOT FREELANCE, how many hrs do you spend at your job “not” working on the task at hand? thinking, planning, maybe spacing out?
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Taking a break for a while from weekend projects as it's been impacting my performance/sleep/stress levels during the week - hoping to be more productive w/ the game. Perhaps I'm still recovering from the burnout I developed a couple of months ago at my previous workplace.
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I'd really like to animate falling leaves at some point (and add other animations) after implementing most of the game mechanics, but I think it'll be a monumental task (although that won't stop me from trying to do that).
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Now I'll make it a part of our engine as it seems to work. Interesting results so far - the leaves look certainly better but it'll need some playing around with the values, possibly implementing other filtering methods after checking out how it looks like in-game. Sample img:pic.twitter.com/vshXmB5Nad
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Something I didn’t think of much before is how different camera movement could be. I can see how certain FPS camera movement & FOV immediately associates with “battle mode” and unnatural FOV. Now I’m curious of all the ways I could tweak that.
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It’s especially important for me to think about all the ways the player will interact with the game world, and how to make that experience especially smooth and effortlessly in-line with the goals of the game.
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There’s a lot of things in a game (or almost any medium, really) that tells a story in a certain way without a written narrative. Aside from the game art & music itself, even the camera movement and menus, all set the mood and create a story.
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I haven't even integrated it with our renderer yet
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I've spent two or so days debugging some strange effects in my alpha mipmapping code and I'm pretty sure it's caused by something really simple that I can't come up with at the moment.
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Could be a good pick for a small article on some funky graphics programming
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I really liked the idea of those old-time-y computer zines with programming tidbits, clever hacks, interesting projects etc. I think this zine is just like that, with every page devoted to something interesting in tech. Lots of low-level stuff, algorithms, some gamedev even.https://twitter.com/gynvael/status/1219366809591336966 …
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Played The Witness yesterday. Aside from beautiful graphics, the puzzles are really fun to solve :)
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Elina Pixel Mage proslijedio/la je Tweet
I think game developers often want to make games for game developers, rather than games for the general gaming audience gamers generally value things differently than we do, because we see games through a different lens as creatorshttps://twitter.com/Thafnine/status/1217490213968236544 …
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I do think it’s nearly impossible to plan so well that some time right before the release deadline will be truly crunch-free, but continuous overtime every day for months on end is definitely just bad management and ought to be criticized. I will die on this hill.
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Crunching doesn't have to be, and shouldn't be, the standard in the game industry. Making large games is just as complex as making any large product, and proper management, planning and buffering eliminates crunch. Do *not* let that just become the de facto standard.
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Rust, C, C++, ASM 
