Scott Anderson
@impossible.bsky.social
2.4K followers 1K following 730 posts
Game developer at @unity.com. Prev: Facebook Horizon, Oculus, Funomena , Call of Duty, ShadowPhysics He/Him
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Reposted by Scott Anderson
vghistory.bsky.social
ion storm, game studio, break room, dallas, texas (1999) www.mobygames.com/game/1678/jo...
a tekken 3 arcade cabinet, turned off with an a4 white paper typed out note taped to the screen. the note reads:
no more tekken 3 until daikatana ships
the management
Reposted by Scott Anderson
aceottorney.bsky.social
Proud to announce Deviant Legal’s Game Developer’s Guide to Publishing Agreements: a free resource for developers wanting to learn about publishing deals. Publicly accessible, without requiring to provide your data: deviantlegal.com/guide/game-d...
An image about the game developer's guide to publishing agreements feauturing otto the otter
Reposted by Scott Anderson
puke.bsky.social
Combat gameplay from Ragnarøkkr, PC-98 (1994)

A forgotten strategy role-playing game with some really great art. Developer Glodia would stop making games soon after, but ex programmer Hiroyuki "Hoee" Kuwata has since created a dedicated fansite with downloads:

quarter-dev.info/top.php

#chosting
Reposted by Scott Anderson
vghistory.bsky.social
garden designer 2, magazine screenshot, pc (1995) archive.org/details/cd-r...
a window within a window: 3d view of a simplified 3d house, garage, green backyard, surrounding fence, outside backyard. user interface takes up the rest of the screen, contained in menus up the top of the screen and smaller windows with icons and a further out view of the house and yard.
Reposted by Scott Anderson
shannonappelcline.bsky.social
I've done a few interviews about Designers & Dragons Origins over the last few days, and some folks have asked about the origins of Origins.

There's a long-ish story about the DnDClassics site and the return of D&D PDFs to the world.

The product histories emerged organically from that.
Launching Soon - Designers & Dragons: Origins
From Evil Hat - Launching Soon - Designers & Dragons: Origins
www.backerkit.com
Reposted by Scott Anderson
writnelson.bsky.social
You would not believe how many stories like this have been popping up over the last ~5 years

Not just full games cancelled—entire characters and plot lines removed or changed, leaving less time for making the *rest of the game better*, to try avoiding a small and malicious contingent of voices.
stephentotilo.bsky.social
SCOOP: Last year, Ubisoft cancelled an Assassin's Creed game set during Reconstruction. Was to feature a Black Assassin who, among other things, fought the rise of the Klan

Sources: Leadership nixed it over concerns re: U.S. political climate, backlash to Yasuke

www.gamefile.news/p/scoop-ubis...
Scoop: Ubisoft cancelled a post-Civil War Assassin’s Creed last year
Company leadership deemed the project too controversial for the moment, sources tell Game File
www.gamefile.news
Reposted by Scott Anderson
wildweasel486.bsky.social
Some inappropriately creepy golf content - Sente Mini Golf (1986) has DIP switches that add photos of missing children to the attract mode (and to enable a "LOCATED" message per kid). These profiles were replaced with new ones in updated ROMs.

Modern operators seem to leave them on, a lot. 😨
A Reddit post from r/creepygaming by user SuperCamouflageShark - I saw these missing child reports on the attract mode of a Sente Mini-Golf arcade machine recently.

The photo is of a Sente Mini Golf machine, displaying black-and-white photographs of missing children: Tahj Allen Merriman, and Steven Phillip Curtis. Their profiles are filled out in red text. Another photograph of a different Sente Mini Golf machine, displaying the same photos of missing children. Sente Mini Golf running under MAME, with the DIP Switches menu showing. DIP switches 3, 4, and 5 configure whether the missing children are displayed in the attract mode, with switches 4 and 5 showing or hiding a "LOCATED" stamp over the respective kid's photo. Screenshot of Sente Mini Golf running under MAME; this screen shows two different missing children: Malinda Marie Smith and April Rose Yates. For the sake of demonstration I have enabled the "LOCATED" flag on the kid on the right. (DISCLAIMER: I do not have any information on whether April was located or not. This is strictly a demonstration and is not intended as documentation of a real event.)
impossible.bsky.social
You could also read the official documentation in this case, but it's been established that it is harder than reading a random tweet or finding out the hard way 😅
impossible.bsky.social
It would be cool if the strided view could be used for indexing, and it still copied the entire array when not indexing, but there isn't a clean way to do that in C#
impossible.bsky.social
It's funny because the internal C++ code that copies the vertices does use a strided array view 😂. The reasoning for the full copy is the correct version of this code copies once to a temporary array, and then sets the vertices after all operations are done
impossible.bsky.social
The documentation and examples also clearly explain the behavior, but I guess people don't read docs :)
impossible.bsky.social
I know this is demonstrating the worst case, but Mesh.vertexCount would at least avoid the first allocation. The example code for Mesh.vertices also demonstrates a better usage of this property (copy it into a temporary vertices array and do the operation there)
impossible.bsky.social
In practice, it's a balancing act. Removing the properties and adding a method called CopyAndUpdateVertices might be fine. If you're too explicit,you end up with something like modern graphics APIs, which people also don't love
impossible.bsky.social
Unity does more heinous opaque transformations with Mesh, although this is bad. The best advice is not to use properties for Mesh ever if you care about performance. The question is, would outright removing these slow APIs make everyone happy or piss more people off?
impossible.bsky.social
I would like to see Unity Mesh split into at least 3-5 separate classes (roughly GPU, CPU, and editable, with skinned mesh variants) because the Mesh class does way too much in Unity
impossible.bsky.social
The alternative would be to keep an internal copy of non-interleaved vertices, which is wasting a ton of memory for an edge case situation or some how cache vertices after it is first accessed, which is completely doable but probably not worth the effort. If you need speed, use a different API
impossible.bsky.social
People are hating on this and calling it dumb, but if you think about how mesh vertex data is often stored as interleaved (which Unity does by default), and that the vertices accessor gives you only vertex position data, it has to make a copy and reapply it to the internal mesh data
samperson.bsky.social
This drives me nuts.
If you're wondering why I've become so annoyingly dogmatic about never using properties, this is it.
It becomes so hard to get a basic understanding of the performance characteristics of any code, just by reading it
impossible.bsky.social
I think performance minded engineers hate it, but if you're a solo developer or a designer making a small thing and just want code to work, this is more intuitive and less steps than SetVertexBufferData, MeshData.GetVertexData or an even more exotic path, but almost all of them create copies
impossible.bsky.social
Friends don't let friends use .vertices (if you care about performance, of course). These accessors are convenient, but they are terrible for performance. Unity has a lot of slow and easy to use paths, and there is an interesting discussion about whether that is a strength or a weakness...
impossible.bsky.social
This quote...

What people want to replace you with is what they think you already are. If companies, bosses, and boyfriends want to replace you with a robot or an AI model, that’s because they already see you and what you do as simply the workings of a machine with far too many bugs.
impossible.bsky.social
Moving off of Unity is good for them as a UGC platform with its own tools and scripting. They don't benefit from an off the shelf engine as much, unless they decided to use Unity editor for their desktop editor. More importantly they have more control, but the engine sounds kind of basic now
impossible.bsky.social
Meta released some rough technical info on Meta Horizon Engine. It's a good idea for them to move to their own engine, but assuming things stayed similar to what they were like at launch, the technical advantages could be made with more efficient usage of Unity

developers.meta.com/horizon/blog...
Meta Horizon Engine at a Glance
We’re introducing our new Meta Horizon Engine designed to power Meta Horizon Studio, Worlds, and Immersive Home in Meta Horizon OS. Dive in to learn more and apply for beta access.
developers.meta.com
impossible.bsky.social
I bring this up because the presentation only mentions manually sorted transparencies and shows artifacts (like glass sorting on top of VFX) that happened with manual sorting that can be (partially) reduced with CPU depth sorting at the cost of worse batching
impossible.bsky.social
This is not only introducing a new approach to OIT, but it's a comprehensive overview of various OIT techniques and a history of transparency in COD.

One thing that seems to be missing is CPU-side depth sorted transparency, which I implemented in SHG's COD branch and IIRC Treyarch had also
ceruleite.bsky.social
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides posted: "Adaptive Voxel-Based Order-Independent Transparency" shipping in the upcoming Call of Duty: Black Ops 7 by Michal Drobot from Activision Central Tech is now online: advances.realtimerendering.com/s2025/index....
Reposted by Scott Anderson
ceruleite.bsky.social
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course - my slides from the retrospective: "Advances in Real-Time Rendering in Games - a 20th Year Retrospective, and a Look Ahead" are now online: advances.realtimerendering.com/s2025/index....
Enjoy!