Matthew Doucette (@MDoucette) header
Matthew Doucette (@MDoucette) profile picture

@xonaclub founder. @xonagames founder w/@jasonadoucette. @xbox CC, former #xboxmvp. @minecraft CC. @igniteatlantic founder. @nsccnews #gamedev faculty chair.

Nova Scotia, Canada
Joined August 2008
Launching @XONAclub, a supercar club. On YouTube, we will showcase: 🔹real cars -- supercars, iconic cars, etc. 🔹car video games -- fun and serious* 🔹R/C cars Check it out! *Forza Horizon 6 for fun and Forza Motorsport 8 Nürburgring Nordschleife lap times for serious.
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Probably the best book of the rise of first person shooters, by one of the legends who made it happen. If you haven't read Doom Guy, you're in for a page-turning treat. Apogee also gets a lot of fun coverage as we were Id's first publishing partner.
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UE5で部屋にいるミミズの大群みたいな化け物
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Upgraded my laser with a Niagara fluids smoke sim
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Cyclops gameplay destruction in Unreal Engine
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My Unreal Engine laser can now destroy things
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UE5でミミズの大群みたいな化け物に弾を打ち込むテストを作ってる
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Shigeru Miyamoto revealed what he considers to be the most intriguing aspect of the first Super Mario Bros. game: "And the biggest invention, or rather, the most intriguing aspect of Super Mario, is that Mario doesn't actually fight Bowser. Normally, if there's a boss at the end, you have to fight him, right? But creating a battle is difficult, and we were really struggling with how to do it. When I thought, 'I can't create a battle like this,' I realized that since it's a game where you keep running to the right, how about making it so that the person who reaches the far right wins? Then I had a brilliant idea: 'Why not just jump over the opponent instead of fighting?' All you have to do is jump over Bowser, and he'll fall. I found it surprisingly fun when I tried it, and I was really happy when I realized that." polygon.com/nintendo-super-m…
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Well boys and girls, it is finally happening... the thing that half of you said was impossible, but I always knew could be pulled off with the right talent... The original Halo: Combat Evolved from the Xbox is being actively ported to the SEGA DREAMCAST!!! Been following this groundbreaking port for a few days now, but I was waiting for the perfect moment to share the progress with everyone... which is now! As you can see, not only have GAINZ been made performance-wise from the previous videos, but the port also got prettier simultaneously. Love that she's been playing around with different graphics modes as well. Whether you just want to see what your Dreamcast is capable of (at the risk of it catching fire) or if you want something that focuses more on maximum FPS, there's a setting for you! I know that's not TYPICALLY something you see in a console game, but that's EXACTLY the kind of shit I think us Dreamcast enthusiasts love to be able to play with. We chatted in-depth about the technical details of the port, where I was pleasantly surprised by how SH4ZAM'd up to all hell it already is... such that VRAM of all things is the bottleneck here, largely. That's typically a sign that you're pushing the DC pretty hard too. So fantastic job there. Give her a follow and her work some love to see much more as Halo makes its way to the white box of Dreams!
Did you want 23 more minutes of Halo: Dreamcast Evolved? (Halo DCE for short) Because here it is. Not only with improved framerate... but improved graphics ON TOP! Go ahead and go back and watch the old cutscene and see for yourself. Chief is looking particularly shiny with a visor that is comparable to the Xbox version. I treated his gold visor as the #1 hero asset. At only 104 vertices, I decided it was worth the 4x-16x tesselation with lightmap reflections that change based on the map--just like Xbox. I added graphics options, boosted the visuals, and gained anywhere from 1.5-2x frame improvement in most places. I also added "Fidelity" option for people who like 10 fps but pretty visuals... still trying to find the right balance, so I swapped settings here and there. Here is another 23 minutes of improved footage. I also decided to use a community Halo 2 Cortana model for the cutscenes in this build, but I might actually just pull the real Halo 2 Cortana. There is the "Performance" option that also keeps the game mostly running between 25-60 fps depending on what's going on, and although pared back quite a bit visually, it's there for people who prefer screaming fast input--for everyone else, I recommend starting at Performance and tweaking things to your liking. Personally, I find lightmap lighting (medium draw on CPU) and basic wall reflections (which are essentially free) to be quite nice to have on. At the very beginning you can see my "Halo DCE Map Editor" I had developed that I use to lockdown LODs or hide/replace actors entirely. The hangar bay in the opening cutscene is particularly heavy on Dreamcast, so many assets were converted to card actors (2.5D representations) in the background to improve the framerate. The map editor will come with the game later down the line when it's finished porting over so people can play around with it to their own liking.
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Code rewrites are actually good because they prevent the onset of chaos by refocusing from scratch. This has rarely been deemed worth the cost in the past, neither in time nor patience Just get it in BEFORE you want to keep all the chaos.
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I love discovering indie games and supporting the people making them. I don’t charge for coverage. I just want to help more games get seen. It’s First Look Monday. Making a game? Put your game down below. I’d love to see what you’re working on🤝
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Examples of Megadrive FM based music, automatically converted to MOD format. The converter can produce multi-channel MODs, or condense to 4-channels (with a simple config). Example 1/3: Green Hill Zone [Sonic The Hedgehog]
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Whenever I see a decorative mirror ball, I think about the old-school OpenGL GL_SPHERE_MAP texgen option, and light probes for realistic lighting of synthetic renderings for merging with photos. Long before cube maps were an option, sphere maps allowed a form of shiny surface rendering, but only from a limited viewpoint — you couldn’t walk all the way around a shiny object. For light probes, you could take multiple photos with different exposure times to capture a true many-orders-of-magnitude high dynamic range composite image for realistic image based lighting of everything from direct sunlight to subtle shadowed region indirect lighting.
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10月4日はAMショーでグラディウスIIIが初お披露目された日だそうです。37年前 本制品と違い、泡をモリモリ破壊出来る豪快なパワーアップが面白いと思ったんですけど実際のリリース版は抑える方向に行きましたよね。理由は基板のスペックだったのかなー?とか予想したり。どうだったんですかね?
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