676 karma · joined July 22, 2019
Strong towns (who made the article) is a grassroots nonprofit that finds concrete ways for US cities to curb the effects of urban sprawl. One of those ways is to acknowledge that inviting huge commercial ventures into your small local economy is like bringing a giant mammal to roam free on a small island nation. It's probably going to affect the ecosystem in ways that don't suit the environment.
Other than TITAN, no commercial manned submersible has ever suffered an implosion (only early military submarines have done so).
That's a pretty damning statement if true. As a land-dweller, I thought implosion was the main concern when using new submarines.
Most of the time I can't control what light my models are shown in, so it was great to have some control of how it was presented.
Interestingly, the human brain tells itself carrot stories all the time:
https://www.psychologytoday.com/us/blog/the-hidden-prospect/...
tldr: patients with split brain hemispheres will reflexively make up explanations for decisions made by the other half of their brains. Fascinating stuff, and makes me wonder how many things I've done that serve my subconscious' ulterior motives.
I think gamedev was also a very big escape for me since middle school, and your post reminded me a lot of those dark times.
I also agree that games are an art, I went from drawing -> modeling -> rendering -> programming, so it was easier for me to reach those conclusions.
Making a game to show off your cleverness is definitely not the best motivation, but I have found that it can improve the game's "experience" if you can harness that feeling. Straddling the line between personal interest, feasibility, and market value is maybe the most important thing to get right as a solo developer in my opinion. I could see developers who got lucky with their obsessions getting absolutely devastated with their lack of hits afterwards (something I'm afraid of doing myself!).
The comment about the twitter gamedev scene being driven by terminally online people is very accurate, although I still admire some of the more educational/resource oriented ones for their sheer willpower.
-Up to 60x Faster copying mesh attributes
-10x Faster loading curve objects
-9x Faster loading point clouds
-4-6x Faster loading large meshes
https://andrewq.myportfolio.com/procedural-city-generator
Curved roads are a bit more difficult, but definitely possible.
1. Early on in the trailer, it shows a road segment being drawn across an existing road, with the intersection getting automatically added. This is a big step up from the original road system where every intersection must be placed at the end of a road segment. I imagine this will make it easier to create nice geometric patterns.
2. Some cities shown have surface parking taking up a whole plot. I hope this isn't just cosmetic - allowing more/less parking should really influence the economics and transport methods of each citizen.
3. In the data view mode, bright colors bleed onto the white building models. I suspect there's some dynamic ambient light bounce rendering going on here!
4. It looks like the old method of plot zoning is still around, showing as grid squares along the side of the roads. I would have liked to see non-square parcels that fill up the availible space, but I also understand why square plots would make it easier to fill with pre-made assets.
5. Speaking of pre-made assets, those skyscrapers look really similar and boring. Walk around any modern city with glass towers and you'll see a lot more variation and interesting nuances, while still being relatively performant to render in a game like this. I'm worried they will introduce actual variety via drip-fed dlc assets. Yes, mods can fix that, but you can't beat the visual consistency and performance of decent vanilla resources.
6. Looks like the town hall starts off as a huge parking lot with a small office in the middle, and can be expanded into multiple departments. Looks like a handy mechanic, and especially believable for North American development since a lot of government buildings are like 75% pavement.
There's a term for that feeling you get when you start casually scheming up ways to sneak through TSA security -- reactance. It's a psychological effect in which being ordered to do something can make you want to do the opposite. Pair that with a developing brain and the notion that your authorities don't trust you, and it can backfire tragically. Someone predisposed to committing violence at their school is now being reminded every day that sneaking a gun into school is a common enough occurrence that they have to use a plastic backpack. And even worse, they are nudged towards thinking about alternative places they could hide a deadly weapon.