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Final video for now, newer videos another day :)
This all happens on a 6000km radius voxel planet with overhangs, floating islands, deep caves, sunsets, stars, nebula and a bunch more not shown.
Build on the surface, underground, in the air or in space. All streamed, no tricks.
I'm always proud of this DC title. Thrown into the fire at 20yo, to lead and rebuild a failing project. Didn't work out as we hoped but an immeasurable learning experience.
That it ended up one of the rarest White Labels was a slight reward :)
Great work from @FrameAGame
Super slick custom engine, kids.
And all the better for it.
Book your alpha slots for a toasty christmas roasting before Santa descends to finish you off!
The Road to Stardom is littered with gold, glory, and PAAAIIIN!!! But fame and fortune favour the bold, Contender 🔥
Got the chops to conquer King of Meat: Lights, Camera, ALPHA!? Then prove it! Sign up to slaughter the competition RIGHT NOW 🏆kingofmeat.com/tester-sign-u… 🏆
I got these made to house the rarest Dreamcast White Label game that nearly killed me. You'd never know the difference! Next is to mount it on the wall :)
FINALLY can exhale! This is an amazing game by a super talented/nice bunch of friends.
As well as a big chunk of the engine, I wrote the new RHI for this game, writing the D3D11, D3D12, PC, Xbox, and PS5 backends and tools. It's my best one so far.
Can't wait to play it again!
Cat’s outta the bag! We’re THRILLED to announce @PlayKingOfMeat: our crazy co-op title in partnership w/@amazongames ⚔️🔥 Battle for glory, build dungeons & rise up the ranks to become the true KING OF MEAT 👑🥩
Read every juicy detail HERE: glowmade.com/announcing-king…
#gamescom2024
A thing I forgot to mention here was the unique networking model I developed for massive editing and simulation on a budget. All based on an evolution of Destiny, with a similar goal.
Would love to talk about it one day. One of the things VCs thought was unimportant. Go figure.
Remotery just hit 3k stars! Seems to have more life to it today than ever... github.com/Celtoys/Remotery
It's 20 years since we walked into the nVidia booth at ECTS and completely surprised their devs with this demo.
It was my first time also seeing it on a GF4, running 40-50fps! We all had GF3's and were targetting OG Xbox.
Lots of sacrifice but memories I'd never trade.
Thanks to @fatlimey 's GDC talk I'd also extended the engine to have soft internal shadows from per-vertex SH, that reacted to time-of-day rotation outside. Sadly I never kept any screenshots or videos of that :(
This video should finally give context to the real-time GI research I tweeted years ago :)
This was back in the days I used CUDA & OpenCL kernels to generate the lighting, which I never got the time to port over to the weaker HLSL Compute.
Edit brushes and planet procedural (shader) brushes were the same thing and could blend.
Here I took a hunk out of the ground and built a (Coder Art!) Hobbit-hole; modelled/cloned each brick, coded a door, made a table, made some apples, added collision.
(some debug UI in here)
There was no hard-coded engine Avatar; the sandbox had no such concept.
There were just things that you could possess, inputs to process and physics to affect.
This Avatar, its locomotion, logic state machine and animation was coded in-world, in C#.
You could be anything.
CODER ART ALERT! (how the car was built)
Modelling/painting was SDF brushes
The planet itself was procedural SDF brushes
Multiplayer collaboration required brush-level attribution
All brushes LOD-streamed from server
Automatic Physics/collision
60fps on 2010 GeForce GTX 580
The sandbox was also multiplayer/multiedit, based on Destiny's original networking model plus meshing, determinism and ubiquitous replication goodies.
The user code written "just works" in multiplayer; here's some of us playing 5000 miles apart.
No network experience needed.
I'll post one of these every day outside the thread and delete the rest :)
A complete/fun car physics simulation written in the sandbox in C#, with suspension, ackerman steering, etc.
Car also modelled using SDF brushes in the sandbox. More on that later...
A convenient segway to post this old video of my multiplayer living world SDF brush live C# coding sandbox thing.
I used to x1000 the jump impulse to show people the 6000km radius of the voxel planet. x1000'ing the car thrust didn't have the same effect!
Fun times...
Remotery is 10 years old!
Built in the drought of good CPU/GPU profilers, using experience building remote profilers for the Total War Warscape and Splinter Cell LEAD engines.
100+ games, 45 contributors, still running the same janky web code written 10 years ago. Still works!
The Colony, 1987: One of the first (if not, THE first) realtime FPSs. Mac/DOS/Amiga.
Developer overview:
youtube.com/watch?v=i1XENlUU…
Detailed developer history:
croquet.zone/2005/02/my-colo…
Source code!
github.com/Croquetx/thecolon…
Lots of amazing tricks in this one!













