The render graph can be customized by adding custom render passes to different stages (i.e. background, opaque, transparent).
Asset manager hot-reloads shaders and other resources on change. Generated assets, shaders, textures etc. all reside in the assetmgr and referenced from there.
April 21, 2025 at 7:34 PM
The render graph can be customized by adding custom render passes to different stages (i.e. background, opaque, transparent).
Asset manager hot-reloads shaders and other resources on change. Generated assets, shaders, textures etc. all reside in the assetmgr and referenced from there.
This is against all common advice that "you should just focus on the game" but I like having an "engine" that I fully understand and boots up in under a second :)
March 30, 2025 at 5:04 PM
This is against all common advice that "you should just focus on the game" but I like having an "engine" that I fully understand and boots up in under a second :)
Simulating the rich world on a dedicated server is more of a bottleneck than bandwidth imho. We had to constantly optimize server-side gameplay code on TheDivision1/2 to maintain a good experience, bandwidth was seldom an issue.
March 2, 2025 at 1:10 AM
Simulating the rich world on a dedicated server is more of a bottleneck than bandwidth imho. We had to constantly optimize server-side gameplay code on TheDivision1/2 to maintain a good experience, bandwidth was seldom an issue.
The big one was AI players :) I am a network/multiplayer programmer by profession, so this was uncharted territory for me. I discovered the "HTN Planner" and started hacking away. The idea is to have a system where a designer can build NPC behavior with node system. #gamedev#htnplanner
February 26, 2025 at 11:05 PM
The big one was AI players :) I am a network/multiplayer programmer by profession, so this was uncharted territory for me. I discovered the "HTN Planner" and started hacking away. The idea is to have a system where a designer can build NPC behavior with node system. #gamedev#htnplanner
First was an "order system" which tracked all supply and demand, this proved to be way too complicated and didn't bring a whole lot of depth or feeling of fun so I had to kill it.
February 26, 2025 at 11:05 PM
First was an "order system" which tracked all supply and demand, this proved to be way too complicated and didn't bring a whole lot of depth or feeling of fun so I had to kill it.