Discover and read the best of Twitter Threads about #gamedevtips

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#gamedevtips ever played a game and seen little sparkly pixels in the environment even though it is seamless?

Lemme tell you what they are and how to fix them.
The dreaded sparklies are actually pixels of the sky dome or fog that get rendered at the seams of environment geometry- usually where two modules snap together.

So what causes it? They are perfectly flush, so why does the engine draw background?

Well, the answer is maths
It comes down to rasterizing- turning the polygons into pixels.

Imagine you have graph paper, a big black marker and a ruler. Place the ruler down at an angle and then imagine filling in squares with your marker. They can be on or off.

Your decision is called aliasing.
Read 18 tweets
#Gamedevtips graph based shader development tips:

A thread...
Its easy to make complex node graphs for shaders these days, and debugging can be a headache, especially if compile times are slow.

Make a "workbench" material and shader and just copy the bit that is killing your soul slowly in.
Once you get it right, copy/paste it back in.
"Static Switches" let you make variants to your shaders. But we warned... I have seen a few "tutorials" suggesting making a master shader with a bajilliom switches.

Let me explain binary to you.

1 switch = 2 shaders compiled ans stored.
2 switches = 4 shaders.
3 = 8
4 = 16
Read 34 tweets
#Gamedevtips

One trick you can use in adding replayability to a game is to break up some parts of your level into discreet prefabs/blueprints that can be shuffled.
This can be as simple as switching a few corridors or rooms around, or just changing enemy or item placement but the effect is the same... players cannot rely on their memory of the layout, and can jolt them into being in the present, rather than playing by wrote.
Having parts of levels in prefab slabs help you test them separately.

You don't need many of these to create enough variety to cause this effect and it doesn't shake up the narrative.

You just... can't memorise a map.
Read 7 tweets
I did something cool that i wanted to share.
What happens f you want an object to behave in a particular way only in certain cases, for example using power up?
i have a level where the ball and players are able to warp to the opposide side of the screen
#gamedevtips #GodotEngine
At first i implemented this in the players and ball scripts, i was duplicating code and that function will be used ONLY on that level, later i remebered the decorator pattern and made something similar to it ImageImageImage
I made a 2DNode with the wrap functionality and i add it as a child of the ball and the players, this allows to add or remove the functionality to any object ImageImage
Read 4 tweets

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