embyr.bsky.social
🌺 Sr. Programmer on Warframe
👩💻 Creator of SPRAWL & func_godot
🏁 Prev. Sea of Thieves & Horizon: COTM
🏳🌈 26 she/her - bi & poly
63 posts
1,082 followers
186 following
Regular Contributor
Active Commenter
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GOATed reference!
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I've been asked so many times to take people on rides but I'm still in my first year so I can't get insurance for passengers yet 😭
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It's definitely a lot better now yeah! I forget exactly how sucky it was during ue4 but I remember we did settle on deferred for SPRAWL
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The UE5 Forward renderer for desktop is pretty good to be fair. There are some considerations to be made for it but I think it's worth it.
Our next game is looking CRISPY with MSAA and alpha to coverage on masked materials.
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I have an early 2015 MacBook air running fedora Linux that is my potato spec machine.
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Yall are adorable 🥰
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For what it's worth I work at DE as a Senior Programmer and I don't have any degree or formal qualifications.
If you have a good resume/portfolio you should apply anyway. Standouts will get proper consideration ❤️
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Excited to see what you do with it :D
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I haven't blocked anyone and it says blocked... pretty sure they just bloccked all your followers lmao.
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On it 👀
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I'm a super social person but I need a reason to break the ice or talk to someone. Mixers feel like hell sometimes 😅
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This is the kinda issue that stops me being able to commit to Godot properly for a project yet.
So many sharp edges that blow my mind haven't been considered. I love so much about it though in theory.
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Not anytime in the next week or so cause I'm drowning in work a bit but I may give it a go when I get a chance.
Joe Wintergreen has done something similar in the past with hotspot edge wear and normal uvs for the texture in the past.
x.com/joewintergre...
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The games structure is like 3-4 hours in an open world area then a pretty linear story mission leading to the next 3-4 hour zone IIRC.
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Base game, I've not played the DLC.
You play a super linear section in the city then you hop on a train and after that point the game opens up. I forget if there is a linearish mission the first time you get to that area to introduce it or not but it is worth the slog at the start.
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Takes about an hour to get to the open world section of the game and once you do it's essentially modern day STALKER and a lot of fun.
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ooooh I got my insta360 like a week before the weather turned for winter here! Excited to see your vids!
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For sure! Not a huge fan of it myself (although I will admit DLSS is worth the perf gains at times). Our next game will be shipping with TAA off by default. Just a possible optimisation to the technique.
You could tie the dithering to the shader quality level too if you dont mind dithering on low.
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You would then be starting to get quite high on your texture samples per pixel but if you're using TAA or fine with some dithering you could use dithered triplanar mapping to keep this all super cheap.
www.youtube.com/watch?v=dFAp...
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instead of curve data you could bake it as a depth map using panels like this instead of how you normally create trimsheets.
This would allow you to expose an exponent to the shader to choose how smooth & deep your edge highlights are.
That coupled with a noise tex+params to modulate transition.
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Usually you use triplanar textures to avoid having to UV but in this case you'd have the shader sample the curvature map and then blend between two underlying textures based on that.
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If I get time to actually put it into practice!
Essentially the problem with triplanar textures is the lack of edge faceting making things look flat. If you were to bake the curvature into a texture instead you could hotspotUV your mesh in-engine and have a triplanar material use that for edges.
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RHD car! I live in the UK.
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That little "Millenia 2008" signature...
Did she know? ;)
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Ooooh good one!