Ben Dawes
bendawes.bsky.social
Ben Dawes
@bendawes.bsky.social
Game dev in Oslo. Formally of UK. Formerly of Snowcastle Games. Founder @ No Bad Weather
Trying to come up with a more fine-grained list of rarities for plants in my game than the usual "common, uncommon, rare, mythic". Does this feel like a natural ordering to you?
June 15, 2025 at 1:54 PM
Today I sat with a designer and reviewed a table. He pointed at one of the columns and said, "We need to make some changes to this column. The header should be different. And we need to change what data it contains".

So, I realized. It was not the same column. And I was not the same man.
February 13, 2025 at 7:10 PM
Reposted by Ben Dawes
gamedev.city is like HackerNews for gamedev. So much cool content in one place! Went straight on my browser startup page. #gamedev
Gamedev.city
gamedev.city
February 4, 2025 at 7:01 PM
Just started playing Kingdom Come Deliverance for the first time. Finished the lil tutorial village area, within 10 seconds I was dead. 10/10 medieval experience.
February 4, 2025 at 6:32 PM
Mfw the snow consistency is juuuust right
January 27, 2025 at 8:18 PM
When there were two sets of footprints in the sand, then I was walking beside you.

When there was one set of footprints, that was when I carried you.

When there were just right-hand footprints and holes on the left, in the sand, that was when I had a peg leg.

When there were three parallel groove
January 24, 2025 at 4:23 PM
imgur.com/KIrRM9k Amanita Muscaria grows near spruce or birch, in wet, acidic soil that has low nutrients 🤓 #unreal #ue5
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January 22, 2025 at 5:58 PM
Made a bunch of perf improvements and tweaks to me procedural actor spawning system. Now even more threaded and timesliced. Very happy with the performance, more than quick enough to keep up with a normal moving player. Each tree is an actor! #unreal #unrealengine #pcg #ue5
January 18, 2025 at 9:47 AM
#Threading in #Unreal is actually super easy, I noticed that converting a mesh description to an actual mesh was particulaarly slow and swapping it to another thread and returning a future was actually such a tiny change with major frametime improvements
January 16, 2025 at 11:13 AM
Just remember, when someone MakeEmptyPromise, it means the Future they give you is inaccessible <3
January 16, 2025 at 10:41 AM
imgur.com/k1b2dLV Plugging a few things together, here's my first functioning prototype for fully determinsitic from seed (custom) #PCG terrain with actors spawning, in-editor viewport in #Unreal. Plants can spawn based on properties in the world, like moisture and nutrients :)
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January 15, 2025 at 5:27 PM
Reposted by Ben Dawes
Some lovely nacreous clouds in Oslo this evening

#photography
#mobilephotography
#norway
January 14, 2025 at 3:44 PM
Using ParallelFor in #unrealengine for the first time, thank goodness TQueue is thread safe!
January 13, 2025 at 9:33 PM
Reposted by Ben Dawes
That was smart! 👏
Godot's matrix system makes the flattening effect simple to achieve, for those who are wondering. No render textures or nested nodes required - just one line of code:
docs.godotengine.org/en/stable/cl...
January 13, 2025 at 7:06 PM
Made a little debug tool for the biome system I just started on. Live visualization of the various environmental properties - moisture, pH, nutrients and so on.
January 9, 2025 at 3:10 PM
PCG + Geometry Script to spawn a bunch of unique mushrooms. I'll probably drop PCG for something custom and easier at runtime, but it's nice to drop some meshes around easily :)
January 8, 2025 at 2:41 PM
Fiddling with Geometry Script in Unreal to generate mushrooms. Here's a first spin on Boletus Edulus (Porcini, Steinsopp).
January 8, 2025 at 2:40 PM
When playing Baldur's Gate 3, my keyboard illuminates the numbers to show how many dialogue options I can pick. Such a tiny detail that somewhat confuses me as to whom it benefits but... It's nice anyway
January 8, 2025 at 12:05 PM
Bitches get scritches
January 7, 2025 at 10:50 AM
Tinkering with PCG and Geometry Script in UE5.5. This lil guy is a dynamic mesh that's just a plane displaced by a bunch of simplex noise samples. Then those meshes are used by a PCG graph to place the trees. So satisfying to move it around inside the nosie :D
December 13, 2024 at 1:54 PM