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

nekusoul, do gaming w Overwatch 2 is now the #1 of the worst Steam games
@nekusoul@lemmy.nekusoul.de avatar

I was initially also a bit surprised by the amount of it, but after thinking about it for a bit, Blizzard seems to have engineered the perfect conditions for this to happen:

  1. Create a massively successful game for PC, which also creates a giant group of people who care about the game.
  2. Make a bunch of bad decisions, which are particularly bad for the existing user base.
  3. Only then release the game on Steam, meaning there are no positive reviews from the launch period and a bunch of disgruntled former players, all of which are allowed to review the game because the game has become F2P.
nekusoul, do gaming w A love letter to Threes!
@nekusoul@lemmy.nekusoul.de avatar

There aren’t a lot of genuinely great mobile games, but Threes! is certainly one of them. What I like most about it is that it actually understands what it means to be a mobile game: Short rounds, no constant focus required and it can be put down at any time since continuing a round is pretty so easy as the complete state of the game is always visible to you.

And for everyone who likes Threes!, I’ll also recommend Twinfold. It’s a game clearly inspired by Threes but with some dungeon crawling and rogue-like elements added on top. Maybe not as tightly designed as Threes!, but with just as much love and detail put into it and its presentation.

nekusoul, do gaming w Dolphin Blog: What Happened to Dolphin on Steam?
@nekusoul@lemmy.nekusoul.de avatar

Yup. Although it seems like Nintendo is believing it as well, considering they didn’t already shut the project down years ago. Either that or Nintendo just doesn’t want to risk a second Bleem ruling, legalizing emulation even further.

nekusoul, do gaming w Why do video game devs tie game mechanics to framerate?
@nekusoul@lemmy.nekusoul.de avatar

A big problem with an unlocked framerate is the physics system, which you can generally solve in two ways:

  1. You tie the physics to the framerate. Problem is that this introduces all sorts of weird behavior, caused by rounding errors and frequency of collision checks. For example, objects could start glitching through thin walls if their framerate is low because collisions are checked less often.
  2. You run the physics at a fixed internal interval. This solves a lot of problem with the first approach, but also means that you have to put in effort to mask the fixed framerate through interpolation/extrapolation if you still want to keep the actual framerate unlocked.

So Wolfenstein New Order probably went with the first approach, made sure their physics system stays stable within a certain FPS range (30-60), and then locked the FPS beyond that.

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