Natanael

@Natanael@slrpnk.net

Cryptography nerd

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

Natanael,

Unironically doubly accurate meme because in that movie time ran faster in dreams within dreams

Natanael,

I think a bigger factor is the memory and resources reserved for the account system / store / online services, etc. But also, yeah the emulator might be more efficient on a few calls

Natanael,

The card reader isn’t super fast actually, but most games for the switch don’t really on storage throughput (few heavy assets, etc).

Star Citizen's first-person shooting is getting backpack-reloading, dynamic crosshairs, procedural recoil, and other improvements to 'bring the FPS combat to AAA standard' (www.pcgamer.com) angielski

Well, I mean, I would have launched it first (as an AAA game), but I’m no game developer. 🤷 And neither are they, from the looks of it. Good at perpetually raking in money for himself and his family, though!

Natanael,

Why they have momentum or why laser weapons would have recoil?

It would make sense IMHO if it’s to create airflow for cooling

Natanael,

Weird math bullshit.

But in essence, because they carry energy they must have momentum. It’s why they can impart momentum on what they hit, because momentum must be preserved.

…lumenlearning.com/…/29-4-photon-momentum/

Natanael,

They always start working on the next console as soon as one nears completion and release. It’s just a question of how far along with the plans they are. If they have an approximate quarter then the hardware is probably mostly ready

Natanael,

The only difference there is the specific formatting, it can still be cloned

Natanael,

It’s like you have AR built in! (is called imagination)

Natanael,

For twice the price you get a base model steam deck

Natanael,

There’s Fossil which is a version control system with a wiki, so you can just straight up fork and mirror existing wikis.

Natanael,

Not really, just let the game devs chose when to request that the console enforces stricter verification of accessories and otherwise just allow whatever

Natanael,

I think the slightly more viable version of the rendering side is to send a combination of low res point cloud + low res large FOV frames for each eye with detailed (!) depth map + more detailed image streamed where the eye is focused (with movement prediction) + annotation on what features are static and which changed and where light sources are, allowing the headset to render the scene with low latency and continuously update the recieved frames based on movement with minimal noticable loss in detail, tracking stuff like shadows and making parallax with flawlessly even if the angle and position of the frame was a few degrees off.

Natanael,

My suggestions are mostly about maintaining quality while limiting bandwidth requirements to the headset, wouldn’t a lightfield require a fair bit of bandwidth to keep updated?

(Another idea is to annotate moving objects with predicated trajectories)

Natanael, (edited )

How does it handle stuff like fog effects, by the way? Can it be made to work (efficiently) with reflections?

Natanael,

It also depends on how many engine unique features you used, and what optimizations you applied. It’s certainly possible, but doing it without changing any game logic will require very complicated translation layers which will likely cause performance issues. It might very well be easier to treat it as a porting and refactoring project. You might not even realize which behaviors are unique to each engine if you don’t regularly develop in multiple engines.

Natanael,

“activist investors” of the worst kind has forgotten what makes the companies valuable and want quick money

Natanael,

Also piracy lmao

Natanael,

starts copies of GTA on a thousand computers

Natanael,

I’ve heard of proprietary code libraries before with expensive licensing, but still nothing this dumb

Natanael,

Unless pirate installs trigger the fee

Natanael,

The Steam Deck uses the same architectures by the way, with different core counts and a few more differences in capabilities

Looking for games with unique core mechanics

I’m requesting for recommendations for games that stand out from the rest in their genre, and not in the sense of being the best game in that niche but actually bringing something new and innovative to the table. I’ve not had much experience in gaming, but I have a few games to give you a hint on what I am talking about:...

Natanael,

Okami plays extremely well on Nintendo Switch with the ability to paint with your fingers on the touch screen

Natanael,

Twitch plays game dev

Natanael,

A lot of simulators exists that cover bits and pieces. Mostly just people simulators without house building, often entirely without a house view with decorations you have free control over. Most try to fit in more complicated stories and relations, which might force them to restrict many other choices, like character progression far beyond simple skill points and career level.

Natanael,

The key mapping thing might be the most useful part, because it can essentially become a small multipurpose remote control

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