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Posts by Jay Mattis

A programming lesson that's been hammered into my skull is to not try to create a general system until you've implemented AT LEAST a handful of one-offs the system is supposed to support.

Otherwise you waste endless time fighting with and refactoring your "general" system.

2 weeks ago 54 5 6 1

Thanks for this! Really looking forward to digging in.

1 year ago 0 0 0 0
“Solid-body trajectoids shaped to roll along desired pathways”
“Solid-body trajectoids shaped to roll along desired pathways” YouTube video by NCCR SwissMAP

So, today the 10 year old got interested in scutoids due to a Vi Hart video, and that led to looking into all sorts of weird shapes, and HOLY SHIT how come nobody told me about trajectoids? www.youtube.com/watch?v=VbuX...

1 year ago 117 22 13 3
A composite of four screenshots from Metroid Prime 1, each showing a different visor view.

A composite of four screenshots from Metroid Prime 1, each showing a different visor view.

Prime 2 Visor Post Incoming, bringing this from Twitter for MP1:

#MetroidPrime Dev - 60fps Visors. I get asked a lot how we held 60fps with four visors. The short answer is to make one visor the "baseline," and make sure the others perform as well or better, with tech or design. 1/7

1 year ago 23 11 1 0

I had no idea MoCA was a thing until now. That’s huge, thank you!

1 year ago 1 0 0 0

If you’re interested in netcode, check out my series of articles where I dive into a number of common netcode architectures to explore the player experience and the pros/cons of each. 🧵

1 year ago 18 10 2 0
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Netcode Architectures Part 4: Tribes Explore the networking model originally developed for Tribes

Part 4: Tribes
Originally developed for the Tribes franchise of video games, this network model was employed by the Halo franchise as well, and is more or less what you’ll find built into Unreal Engine.

www.snapnet.dev/blog/netcode...

1 year ago 3 0 0 0
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Netcode Architectures Part 3: Snapshot Interpolation Explore netcode architecture based on interpolating world state snapshots

Part 3: Snapshot Interpolation
Popularized by Quake, this network model is typically found in competitive shooters.

www.snapnet.dev/blog/netcode...

1 year ago 1 0 1 0
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Netcode Architectures Part 2: Rollback Explore what's commonly referred to as

Part 2: Rollback
An evolution of the lockstep architecture that allows for more responsive input. Most commonly used in 1v1 fighting games.

www.snapnet.dev/blog/netcode...

1 year ago 2 1 1 0
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Netcode Architectures Part 1: Lockstep Explore what's commonly referred to as

Part 1: Lockstep
One of the earliest netcode architectures and still commonly used for certain genres, like RTS games.

www.snapnet.dev/blog/netcode...

1 year ago 1 0 1 0

If you’re interested in netcode, check out my series of articles where I dive into a number of common netcode architectures to explore the player experience and the pros/cons of each. 🧵

1 year ago 18 10 2 0

👀🍿

1 year ago 1 0 0 0