Jay Mattis
braindx.bsky.social
Jay Mattis
@braindx.bsky.social
Founder of High Horse Entertainment | Author of https://snapnet.dev | Former Senior Engineer at Treyarch (CoD: WaW, CoD: BO 1-3)
Thanks for this! Really looking forward to digging in.
November 30, 2024 at 4:41 PM
Reposted by Jay Mattis
So, today the 10 year old got interested in scutoids due to a Vi Hart video, and that led to looking into all sorts of weird shapes, and HOLY SHIT how come nobody told me about trajectoids? www.youtube.com/watch?v=VbuX...
“Solid-body trajectoids shaped to roll along desired pathways”
YouTube video by NCCR SwissMAP
www.youtube.com
November 28, 2024 at 1:31 AM
Reposted by Jay Mattis
Prime 2 Visor Post Incoming, bringing this from Twitter for MP1:

#MetroidPrime Dev - 60fps Visors. I get asked a lot how we held 60fps with four visors. The short answer is to make one visor the "baseline," and make sure the others perform as well or better, with tech or design. 1/7
November 22, 2024 at 9:54 PM
I had no idea MoCA was a thing until now. That’s huge, thank you!
November 10, 2024 at 4:28 PM
Reposted by Jay Mattis
If you’re interested in netcode, check out my series of articles where I dive into a number of common netcode architectures to explore the player experience and the pros/cons of each. 🧵
November 5, 2024 at 5:09 PM
Part 4: Tribes
Originally developed for the Tribes franchise of video games, this network model was employed by the Halo franchise as well, and is more or less what you’ll find built into Unreal Engine.

www.snapnet.dev/blog/netcode...
Netcode Architectures Part 4: Tribes
Explore the networking model originally developed for Tribes
www.snapnet.dev
November 5, 2024 at 5:16 PM
Part 3: Snapshot Interpolation
Popularized by Quake, this network model is typically found in competitive shooters.

www.snapnet.dev/blog/netcode...
Netcode Architectures Part 3: Snapshot Interpolation
Explore netcode architecture based on interpolating world state snapshots
www.snapnet.dev
November 5, 2024 at 5:13 PM
Part 2: Rollback
An evolution of the lockstep architecture that allows for more responsive input. Most commonly used in 1v1 fighting games.

www.snapnet.dev/blog/netcode...
Netcode Architectures Part 2: Rollback
Explore what's commonly referred to as
www.snapnet.dev
November 5, 2024 at 5:12 PM
Part 1: Lockstep
One of the earliest netcode architectures and still commonly used for certain genres, like RTS games.

www.snapnet.dev/blog/netcode...
Netcode Architectures Part 1: Lockstep
Explore what's commonly referred to as
www.snapnet.dev
November 5, 2024 at 5:11 PM
If you’re interested in netcode, check out my series of articles where I dive into a number of common netcode architectures to explore the player experience and the pros/cons of each. 🧵
November 5, 2024 at 5:09 PM
👀🍿
April 22, 2024 at 2:10 PM