Rune Skovbo Johansen @runevision
Indie game developer, procedural generation enthusiast, Dane in Finland. I made VR adventure @EyeOfTheTemple. Mastodon: @[email protected] runevision.com Turku, Finland Joined October 2011-
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You're doing some rapid prototyping for your game and did some kinda bad code. What do you want to get?
Nice article. As a C# gamedev, I had half-considered trying out Rust one day to see if (unlike C++ which makes me miserable) I might like it. But now I don't have to; it's clear I would be just as miserable with Rust, just for different reasons.
Nice article. As a C# gamedev, I had half-considered trying out Rust one day to see if (unlike C++ which makes me miserable) I might like it. But now I don't have to; it's clear I would be just as miserable with Rust, just for different reasons.
New Article: How to publish open source code for Unity. As per Unity usual, there's a maze of different options. Let me unpick them for you. boristhebrave.com/2024/04/23/pub…
Publishing LayerProcGen as open source with a good documentation and samples setup seems daunting and requiring Git/Github experience beyond mine. I wrote my notes and issues here: docs.google.com/document/d/1zz… Suggestions appreciated for "good" compromises that would Keep It Simple!
Karibu Kenya! It's finally done and the new build is up! Drive on twisty bushy forest roads and across vast savanna plains. Read about the update here: nothke.itch.io/shakedown/devl… #ShakedownRally #safarirallykenya
Check out LayerProcGen by @runevision, an upcoming open-source framework for @unity and any C#-compatible engines for implementing infinite layer-based procedural generation. Learn more: 80.lv/articles/an-up… #procgen #unity #indiedev
I wrote a short post on my last year of work as an indie game dev, my experience of pitching in the current climate, and my pivot to working on The Horror At Highrook. medium.com/@tomnullpointe…
Don't think I need these particular mountain generation techniques, but damn, that's one of the most polished niche explainer videos I've seen. youtube.com/watch?v=gsJHzB… #ProcGen
I completed all four digits for my clock! It runs surprisingly smooth. The transition from 23:59 to 0 moves the most parts, so I expect that to have the most friction.
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@runevision Uhh... define "bad code" If it's only "kinda" bad code, then let it compile and see the results. If I really cared enough, I'd run some code analyzer tool on it; that's what it's for.
@runevision @Nothke @germanunkol No errors, just black screens or random static. Often no printf-equivalent either. I would do unspeakable things for Rust-level rule enforcement in a shader compiler
@runevision @Nothke @germanunkol There are certain cases in gamedev (i.e. GPU shaders), where we don't even have the option of a strict compiler error, and... hoo boy, is that a frustrating part of the tech stack
@runevision @germanunkol Definitely the second. GC is really good at offloading the brain when prototyping, but I'd still want more compile time vs runtime errors 😁 Thinking here about C# vs python for example, I much prefer protoing in C#
@runevision @Nothke @germanunkol Absolutely should be allowed to write whatever garbage code you want and not be blocked This is one of the strongest "features" of c# and Unity imo, it's the ultimate sandbox to experiment with
@runevision @germanunkol I mean... By voting compile time I didn't mean exclusively that. Just that it's better to get it than a runtime error. Obviously there are compromises to be made. If your thing takes forever to compile because of static analysis it's not good for prototyping.
@runevision When I write a few lines of JavaScript I feel like I'm in a crazyhouse due to the lack of type safety. But when I read of things like the difficulty of even making linked lists in Rust ... I feel like C# probably always was the original right choice for gamedev.
@germanunkol @runevision No because rust is antifun of prototyping
@runevision Looks like many people here might enjoy Rust :D
@runevision Yes, so the vertex in basically a road point and you can't have adjacent vertices without connection between them. I colored areas to just visually separate them from single width roads
Selvstendige IT-konsulenter er hardt rammet av regjeringens nye innleieregler. Jeg ville satt stor pris på om du blir med i dette oppropet, for å hjelpe oss å rette opp i regjeringens urettferdige forskjellsbehandling av enkeltpersons AS. opprop.net/opprop_for_end…
I love this, loads of codies getting really triggered and I can understand why, but also, players ain't gonna care and it works fine right so....
@noio_games @runevision I'm thinking of writing it up publicly now.
@boris_brave @runevision Extremely interested in your conclusions on this! ☺️☺️ (Also wanted to contribute that re: the Samples~ folder, what I do is renaming it before each upload, i.e. I remove the ~ while working and add it before committing, bit tedious but it works and could be automated)
@nardatronic that would make for some interesting interview scenes
@runevision Hi Rune, I've gone through this for a couple of projects and think I've got some good advice. Let's chat.