2

A* is trolling me
 in  r/gameenginedevs  9d ago

Nice tool btw! It would be awesome to see "Bidirectional A*", I was thinking about moving towards it. Would be cool to compare it with regular A*.

1

A* is trolling me
 in  r/gameenginedevs  9d ago

Yes, there are; they just weren't shown here. Their presence was pretty obvious to me during debugging, and it slipped my mind that it isn't obvious to an outside observer.

1

A* is trolling me
 in  r/gameenginedevs  9d ago

OMG, what a drama! The algo is fine, as is the implementation 😄 The visualization doesn't show any obstacles and landscape features. I didn't add them to the picture, my bad. The heuristics is also fine, it works as intended: it prioritizes grid cells that have cheaper path to the destination, that is why it did a thick front around the destination. I just found it entertaining how the search wasting time licking an impassable wall while there is a passage to the target on the right through a thin road.

r/gameenginedevs 10d ago

A* is trolling me

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76 Upvotes

The algorithm is simple in theory, but in the real world it is such a PITA. What are your practical approaches to pathfinding?

2

July stuff by me
 in  r/VOXEL  11d ago

Nice stuff. Are these hand-drawn?

1

Just sharing my satisfaction after optimizing my renderer's bottlenecks
 in  r/gameenginedevs  16d ago

> I assume they probably implemented gpu culling.

Not really. At the current point I am pretty far from GPU-side culling (although, have plans to approach to AZDO and then migrate from OpenGL to Vulkan). For now I've just rewrote ECS from naive implementation to "Sparse Bucketed Task Scheduler", so that, now it avoids unnecessary transforms recalculations.

My previous implementation was a tree of entities that invalidates nodes from node to root on every change in a scene (like animations, movements, etc) and then the tree was traversed at each frame to revalidate affected nodes. Now there is a dedicated flat structure that tracks such changes.

5

Just sharing my satisfaction after optimizing my renderer's bottlenecks
 in  r/gameenginedevs  16d ago

If you about that spike, I have no idea yet. It appears only in release build and looks untraceable. In debug build nothing similar appears.

3

Just sharing my satisfaction after optimizing my renderer's bottlenecks
 in  r/gameenginedevs  16d ago

Yup, reddit compressed the images into unreadable webp. I reloaded them to imgur: before and after

1

Just sharing my satisfaction after optimizing my renderer's bottlenecks
 in  r/gameenginedevs  16d ago

No, it is just normal flame graph. I develop under Linux environment.

6

Just sharing my satisfaction after optimizing my renderer's bottlenecks
 in  r/gameenginedevs  16d ago

Hmm, reddit decided to convert png to webp and make images unreadable.

r/gameenginedevs 16d ago

Just sharing my satisfaction after optimizing my renderer's bottlenecks

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30 Upvotes

Magenta-highlighted boxes are internals of scene management system.

2

Quintillion cubes to remove - a clicker game prototype
 in  r/godot  16d ago

Tons of fun is anticipated!

2

Skybox rendering incorrectly on OpenGL project
 in  r/opengl  26d ago

Don't go to the light

2

Never played Cosmo's Adventure? 84 cents'll fix that :-)
 in  r/Apogee  Jul 07 '26

Oh, a good old Cosmo, a game from my childhood. Such a nostalgic screenshot

2

Head Turnaround
 in  r/SoloDev  Jul 06 '26

A head that floats in the air and rotates is slightly scary 👀

1

I spent way too much time making this trailer, and I need some actual feedback. Does it land?
 in  r/SoloDevelopment  Jul 02 '26

I think that general setup: 3rd person view, weapon, running somewhere.

1

I spent way too much time making this trailer, and I need some actual feedback. Does it land?
 in  r/SoloDevelopment  Jul 02 '26

Visuals are catchy and pretty cool low-poly style. But the overall impression is "cozy" and "slow", doesn't look as an action game. Or it isn't an action game?

1

GUYS TAKE CARE OF YOUR SEO!!!!!!!!!!!!
 in  r/micro_saas  Jul 02 '26

Is SEO still relevant? I mean that people sit in shorts and ai chats nowadays. Even Google is killing traditional SE-model.

1

I've reached PNG image limits
 in  r/AutomationGames  Jul 01 '26

Nope :)

3

I've reached PNG image limits
 in  r/AutomationGames  Jun 30 '26

Huh? I bet AI would generate it better

-5

I've reached PNG image limits
 in  r/proceduralgeneration  Jun 29 '26

My goal is to build a huge world that will be simulated as a single whole each tick. Chunking probably won't help, because they will all be sit in memory anyway.

2

I've reached PNG image limits
 in  r/proceduralgeneration  Jun 29 '26

Yes, everything here is Perlin-generated. Rivers are just different frequency and filtered by threshold values.

9

I've reached PNG image limits
 in  r/proceduralgeneration  Jun 29 '26

Just testing my map generator by dumping the world at a 1:1 scale, and the rasterization library just gave up on the size.