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Multiplayer has been the single most requested feature for Teardown ever since before its initial release.
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I mentioned in my year summary that I have a lot to say about ECS, and got several requests to write more about it, so I’ll do an attempt to write up my thoughts here.
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As the year concludes I wanted to give a small update on what I’ve been working on.
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This blog post is about an issue I’ve run into several times, but still unsure how to solve in a nice way.
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I often get the question how I got into game development and if I have any tips for beginners.
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Teardown uses an 8-bit color palette for voxel materials, so any voxel volume can have up to 255 different materials and the representation per voxel is then just a single byte to save memory.
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Saving the complete state of a game at any time and then restoring to that state is hard for any game, but in a fully dynamic voxel world that constantly changes, controlled by dozens of lua scripts, all with their own internal state, implementing this was
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Teardown started as a technology experiment and it’s one of those games where gameplay was designed to fit the technology, rather than the other way around.
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There are many articles to read about noise functions in computer graphics, especially now that a lot of people recently got interested in ray tracing, but it took me a long time to fully understood why noise characteristics are so important and I didn’t…
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There has been quite a few changes to my rendering pipeline over the last couple of months.