Mike Sanders

127 Followers
111 Following
153 Posts
Studio Manager & Game Director @ Puny Human. Prev. Ubisoft & Epic Games. Making Games Mindfully. He/Him. I ❀️ πŸΆπŸ³οΈβ€πŸŒˆπŸΊπŸ‘¨β€πŸ³πŸ‹οΈβ€β™‚οΈ
Discordurinal-cake#0001
Twitter@urinalcake
LinkedInhttps://linkedin.com/in/mikeysanders
Websitehttps://punyhuman.com

Someone needs to make a Midjourney/AI thingo for audio.

It’d make getting quality assets for #gamedev prototypes a thousand times easier than scouring free, low-quality, hard-to-navigate libraries and websites.

Is.. is it because Mastodons were flatulent?

Real-time, fully GPU-driven method to extract curves from mesh contour (silhouette).
https://jiangwzw.github.io/Realtime-GPU-Contour-Curves-from-3D-Mesh/

It's not done yet.
I've been working on temporal coherency of animated stroke curves for a year.
Hope someday we can render truly expressive line animations in real-time.

Holy crap. Just found out I can add Nav Modifier components to the volumes I'm using in #Unreal instead of a thousand hand-placed navmesh modifiers or filling navmesh underneath each volume.

Incredibly useful for complex levels. I don't know what I was thinking. #gamedev I need #coffee

Let's try the @itchio blog!
This Week I Learned: Theta* pathfinding for natural movement through square grids
#gamedev #ai #programming

https://itch.io/blog/453823/twil-theta-pathfinding

TWIL: Theta* pathfinding

This week I learned Theta* pathfinding algorithms for all-angle movement through square grids. These evolved from the classic A*, which builds a path in the form of one-way links from square to square...

itch.io

Today I wasted too much time to troubleshoot an initial implementation of a microfacet BRDF model.

I'll invest some time implementing debugging tools! I started with a basic pixel inspector to isolate bad samples.

#3d #rendering #cg

An early version of cyberspace in our next game, from a few months ago prior to the move to #UE5. #Unreal #GameDev #screenshotsaturday

Hi folks, Im like to give folks some updates on how stuff is looking server side!

First up, we have our top level dash: we've had nearly 2000 folks sign up this week, and are approaching 3k active folks! Welcome!

Our actual reports have been super low - the majority have been our awesome moderation team reporting accounts to themselves so we can do instance level moderation.

It's neatseeing how many new queued requests we've gotten as the fediverse has grown! Thankfully, some amazing DevOps / SysOps folks like @hugo and @aurynn have been very good at knowledgesharing, so we were prepared!

We upgraded our hardware about two weeks ago, and just in time. CPU (and memory) usage have ramped up but are staying well below their limits.

Finally, our media went WAY up over the last few weeks as it only clears out cached media every 7 days, and things got very busy very fast! We're well below the 1TB limit for our next pricing tier though!

Anyone headed to DICE Las Vegas in Feb.? #gamedev
I should add, this isn’t free or volunteer or anything. Legitimately looking for a good vendor. Hardest part is developing an input mask and overlay, because the project was started on UE4.1, before #unreal was free.