Thor | Scorching Engines
@thorwhitemountain.bsky.social
510 followers 69 following 450 posts
Hey, I'm Thor. Aspiring game developer currently working on Scorching Engines, as a side hobby to work as a Software Engineer https://store.steampowered.com/app/2640660/Scorching_Engines/ https://discord.com/invite/H7vHbbRGwh
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Does driving a giant experimental vehicle in a frozen post-apocalyptic game sound fun? Inspired by Mortal Engines, Mad Max and Snowpiercer,

Wishlist at : store.steampowered.com/app/2640660/...

#wishlist #gamedev #indiegame #indiedev #snowpiercer #madmax #mortalEngines #madewithunity #fpsgame #fps
Been playing a bunch of Arc Raiders, and honestly it's a shame that it's using UE5 (in the way that the engine puts a massive weight on temporal solutions to fix graphics (solve dithered hair and grass, etc) and improve performance.

But instead it just turns into a smeary mess with ghosting :(
#ue5
Gotta love the enemies not respecting my walls and just driving straight through them haha

#indiegame #gamedev #ai
Adding a seperate layer to the start area, and making the city content spawning be blocked by that also, prevent city buildings and resource zones in citites to be spawned in or near the facility

Exaggerated in the right pic to show it more clearly with the small grey cells
#indiegame #gamedev #fps
Aaaand we've got a new build menu, that shows the required resources to build it. As apparently I'd forgotten that before haha

#indiegame #screenshotsaturday #gamedev #unity3d
I used to go to the library and play it on their public ps2... without any savegames haha. Just replaying the same 30-45 minutes over and over
Got a rudimentary FOV slider, that I have no idea why I waited so long to add haha

(options menu is very much temporary)

#indiegame #gamedev
hmmmm.... I might have gone overboard with the debug lines this time around....

#indiegame #gamedev #solodev #indiedev
Aaaand we've got navmeshing for the colony. Apparently I'd forgotten that haha

#solodev #indiedev #gamedev
Okay I've fixed the bugs with the POI cell system, and now it works pretty well. And here's a look at it from far away.
The large red cells are city zone buffers, preventing cities from spawning too close (~15km)

Then there's bandit camps in yellow, and resource zones in blue.

#indiegame #gamedev
welp... that didn't go as expected, my poor poor ram
I've said it before, but I LOOOVE debug lines.

Refactored the content spawning systems in my game (cities, bandit camps, resource zones, and other POIs) so that they use a shared gridcell system with layers

Now I can debug it to see cells in use and buffers

#indiegame #gamedev #indiedev #solodev
Refactoring the resource / POI spawning systems and seem to have broken it a fair bit... The city is a bit too big and a bit too dense haha
Yeah, I swapped to ogg afterwards. Was smaller filesize than both, and didn't have the issue either :)

65kB ogg vs 140kB mp3 and 670kB wav
Yeah, I got worried until the first google result had a solution and it was as simple as changing the export format :)
Wav is 5 times the file size, 140kB vs 670 kB

replaced it with ogg instead, which only uses 65 kB :)))
So apparently exporting from audacity as mp3 causes a blank space in the beginning of the file.
Exporting it as .wav solves it luckily, else that'd be annoying as gaps in looping audio doesn't loop nicely haha

#indiegame #gamedev
The new deformer implementation means that I can have deformers do this, so the starting research facility in a cave has a long ramp leading down to it.

#indiegame #screenshotsaturday #gamedev #madmax #mortalengines #snowpiercer
Okay okay, got it to be 5-10% slower than the old implementation
WAIT! I lied, i was only using burst compilation on one of them (the old one)...
my bad

With burst the new one is only taking 7.57 ms on average. Nowhere near as bad
Doing an early out for the ray vs line segment tests gave us an 11% speedup
created a benchmark for the rewritten interpolation method, so that I can optimize it since it's slower than the previous implementation.... A lot slower

Old 6.14ms, new 89.84ms..which is a 1363.19% increase in time taken to do 100 thousand calls to the interpolation method haha
#indiegame #solodev
Needed the offset deformers so that I could make a ramp up to the colony

#indiegame #indiedev #gamedev
Okay, finally. Had a bug where it didn't work correctly when rotated and offset, but now it's fixed :)))

#indiegame #gamedev #solodev #screenshotsaturday #unity3d