Robin van Ee

Robin van Ee

@rvanee.nl

Indie game developer at eeStudio. Working on open world games. He/they

2.4K followers318 following528 posts

I made a proof of concept to port WolfEngine to iPhone. It's cool to see what modern phones can do. Just run desktop-class renderers with all the graphical bells and whistles enabled. At 30FPS. But I'm not sure it'll be more than a novelty any time soon. Maybe in five years this is normal, though

The main difficulty was just preparing the engine for NativeAOT compilation (desktop uses CoreCLR because it's faster). I barely had to modify the renderer at all. Apple did a good job at making things work across their platforms.

My focus on CPU performance in WolfEngine is paying off. A thousand little guys, without any special optimization on the gameplay side of things. Animations are skeletal, and units are simply instantiated from a prefab. Assets and animations: Toony Tiny RTS Set by Polygon Blacksmith.

Robin van Ee reposted

The fourth faction, the Awakeners, awakens various animals and trains them in the ways of magic. They can manifest pure geometric creations of immense power onto the battlefield just when they need to. #rts #gamedev #games

Random UX thought - shouldn't a "brush size" slider in a painting tool be logarithmic? If the slider goes up to 1000, I still care about the difference between 5 and 10 but not so much about 605 vs 610.

I started a habit of keeping WolfEngine's bug count very low by clearing every known bug off the list. This process, of course, caused me to know more bugs which are also now fixed. Now it's time to create more bugs 🙂

Got my engine to run on Windows again (though ray tracing remains Metal-exclusive for now). Meanwhile, working on terrain, physics, vehicles... Lots of stuff. No focus, but it's a lot of fun 😂

Terrain painting is simple and quick to access. Cliffs are automatically painted based on slope angle. Supports up to 255 layers. Work-in-progress, but feels very nice to work with when you're used to Unity's tooling :)

I started coding an application that's designed to run alongside the game engine and tie asset creation tools together with your game engine. It mirrors the structure of a Unity project and helps manage / export source files. Right click > create .blend, Unity receives an FBX.

Robin van Ee@rvanee.nl

Is it just me or does 3D asset creation seem permanently stuck in the 20th century? "Exporting" files to game engines? Why does that take so many clicks anyway? Why do I need three file browsers to import a texture that's already in the project?

Substance Painter is another import-export heavy application. What if we could just make it spit out a Unity material, ready to use? The application is template-based so you still control export settings, you're just not forced to micromanage them.

Is it just me or does 3D asset creation seem permanently stuck in the 20th century? "Exporting" files to game engines? Why does that take so many clicks anyway? Why do I need three file browsers to import a texture that's already in the project?

Why can't I double click a .fbx and just open it? Why does editing said file change the transform hierarchy, breaking any animations it may have had?

The latest engine feature I've been working on is real-time global illumination using DDGI probes. A proven solution that isn't as detailed as something like Unreal's Lumen, but runs faster and appears to be more stable.

Hoping to show more stylized stuff in the engine soon. This Bistro scene is nice but it’s not exactly my usual thing.

Robin van Ee reposted

I know this is not the biggest concern going these days, but it stresses me out that basically every artist/writer/critic is now expected to create their own tiny empire instead of getting paid by any existing entity to perform a job they've worked to get good at!!!!

Writing quests is easy. Writing quests that don't need brand new game mechanics or expensive animations on the other hand...

For the past seven months I've been working on a game engine on the side. Introducing WolfEngine. Written in C# / .NET 10, and aiming to make the most of modern GPU's supporting DirectX12.2 or Metal 3. Also integrates Jolt physics, a vehicle SDK, and a WIP terrain system.

I played Morrowind recently. It was interesting to play something that holds up so poorly yet at the same time has some strange appeal to it. It made me think about Avowed, and how these games are almost polar opposites. On paper, Avowed does almost everything better but it lacks that X-factor.

Most of what I remember about Morrowind is having a bad time. Getting lost. Accepting quests I wasn't ready for. Escaping an area I had no business being in. But by letting me fuck around and find out, the game essentially forced me to get invested in it.

Avowed with all its polish, expertly crafted systems and well-written dialogue, just failed to create memories. Nothing about it was particularly bad or insulting. The game just held no mystery and I didn't feel compelled to continue.

For my next game I want to try prototyping in an entirely different engine from what the game will be built in. This should enforce a pure prototyping mindset. No polish- it'll be thrown away anyway.

Robin van Ee reposted

a thing that makes game engines interesting is that the best engine for a game is one made exactly for it, but the best engine for prototyping and experimenting with a game is one that assumes as little as possible about it.

It's a real shame Nvidia has chosen this direction. Machine learning has proven a fantastic tool for dealing with the artifacts inherent to 3D rendering- aliasing, noise, shimmer, etc. This is a big departure from that, and I hope AMD remains focused on serving as a cleanup pass.

dannyodwyer@dannyodwyer.bsky.social

great reporting here. basically yes DLSS 5 is running a gen AI model on the 2D output and nothing more. it doesn’t know anything about the 3D scene, textures / models / lighting / PBR other than what the model infers by looking at a frame. TL:DR, they sped up slop. youtu.be/D0EM1vKt36s?...

Prior 2017, every game on Steam was handpicked either by Valve or the community. Most were made by professional developers, were in traditional genres, with slick graphics and marketing. Today, publishing on Steam is accessible to everyone. Most of those 15,000 are not commercially viable games.

Brendan Keogh@brkeogh.bsky.social

I would suggest this is a more valuable Steam chart, from SteamDB. Releases dramatically grow each year but the number of new games getting more than 500 user reviews does not. steamdb.info/stats/releas...

Robin van Ee reposted

Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :)

Greg Lobanov@greg.style

Please…. I’m begging you… if your game has a dialogue choice… and all the answers say the same thing in a different way…. You can just remove the dialogue choice……

As if GTA’s ever-changing release dates weren’t enough, the industry can now live in fear of Elder Scrolls appearing out of nowhere.

Robin van Ee reposted

made a tutorial for u

AJ Jefferies@moonjam.com

I have a bunch of these saved on my phone because I found the ❌ version SO much more appealing than the ✅ version!? I assume they’re from the same artist.