Rob (@RobQuistNL) header
Rob (@RobQuistNL) profile picture

Software Engineer | Webdev | Gamedev | Allround Nerd

Netherlands
Joined May 2011
Photo by Rob (@RobQuistNL)Photo by Rob (@RobQuistNL)Photo by Rob (@RobQuistNL)Photo by Rob (@RobQuistNL)Photo by Rob (@RobQuistNL)Photo by Rob (@RobQuistNL)Photo by Rob (@RobQuistNL)Photo by Rob (@RobQuistNL)
Building stability feels decent! Raiding people suddenly became fun. Still working out the physics framedrops :+) #indiedev #gamedev #UE4 #voxel #voxelart #pixelart #multiplayer @scapevale
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This stuff is harder than I thought, but it finally works decent :) Walking through a voxel(ish) building as a graph of connected nodes using a flood-fill-like algorithm, adding stability along the way. Just voxels would've been much easier... #gamedev #indiedev #ue4 @scapevale
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The hard part is the fact that its not just a simple 1-way graph, but each node also applies stability to nodes back down the chain (a wall can support a ceiling, but a ceiling can also hold up a wall). This introduced a whole lot of complexity - and stack overflows initially :+)
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Step 41.5 (I need to save step 42 for something better). Remember the old screenshot? This is it now! Stay tuned for the closed alpha of @scapevale #scapevale #gamedev #indiedev #voxel #pixelart #survival teapawt.net/RobQuistNL/status/1185…
Step 25.5: Normal + Specular mapping really add a lot to the scene. Get your meds here! #indiedev #gamedev #gamemaker #pixelart #voxel
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Step 41: You know what this is... Re-starting the terrain generation. Luckily my old #GameMakerStudio2 implementation was already C++ (and Javascript) so porting it to #ue4 is going to be EZ PZ. #perlin #simplex #noisefunctions #gamedev #indiedev #procedural #procgen
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Step 40: Building shapes (wall / foundation / ceiling and more to come) are neatly functional. Improving render pipeline and added some new sweet textures #gamedev #indiedev #voxelart #screenshotsaturday @scapevale
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Me, calling my insurance company: "I would like to cancel my world-wide travel insurance please." She proceeds to ask me "Could you tell me the reason you're cancelling your travel insurance?" I thought she was joking. She was not.
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Step 39: Improving the building system. Using voxel blocks to generate nice, complete meshes is harder that it seemed in my head...
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Step 38: Add @ultek85's awesome birch trees in motion.. As we say in Dutch; "The eyes want something too" #unrealengine #indiedev #gamedev #UE4 #voxelart #magicavoxel
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Step 37: Its been a while (busy with other things), but here we go: Block placement, procedural terrain working again, and since we're using #UnrealEngine 4.26, why not throw in the awesome water and volumetric cloud system? GFX are WIP. #indiedev #gamedev
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Step 36: Working on the chunking + procedural terrain again. Got networked inventories, deployables and interactable resources back in already! Once this is done I'm almost back at where I left GMS2.. :)
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Step 34: Network replication working, persistent server-side storage of players, inventories, and a basic UI for the inventory (which is replicated over the network). Small steps, but my first in UE4 and I'm loving it so far.
What do we do now?
Step 33: Trash your entire game and rebuild it from scratch in a new engine. Good bye GameMaker, hello @UnrealEngine ! #scapevale #gamedev #indiedev
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Quick #gamemaker 2.3 performance test; ~33% slower than 2.2.5 in VM, ~5% faster in YYC.
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The middle test should be "with" accessor :) (array[@ x])
Blinking bicycle lights make it harder to see you, not easier.
`~~number` is usually faster than `floor(number)` (doesn't work the same on negative numbers)
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Step 32: After some polishing on the render pipeline I'm ecstatic to show some actual ~online~ gameplay! youtube.com/watch?v=XUGnQH70… #gamedev #indiedev #gamemaker #voxelart
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