River Salmon

@riversalmon.itch.io

Indie gamedev, Unreal Engine specialist, and UZDoom contributor. Former Software Engineer at 2k Games. Views my own and not representative of past, present, or future employers. Available to provide AND commission contract work/freelancing

Rest well in Valhalla, Burger Becky. Your contributions to the video games industry, and of course - DOOM - will live on with us here on earth forever

Rest well in Valhalla, Burger Becky. Your contributions to the video games industry, and of course - DOOM - will live on with us here on earth forever

What UVing in a good level editor tool is like: Select a face and Alt + RMB on hovered faces to flow it to that face. I can also flow it from the hovered face to the selected faces with Shift + Alt + RMB (coming in Scythe 0.7).

Ex-farm worker here. We need to talk about this whole "But a living wage for farm workers would spike the cost of food!" thing. Not true AT ALL. Y'all don't understand how fast experienced farm workers are. The average tomato picker pulls 650lbs per hour. At $20/hr, that's $0.03/lb for labor.

Hey y'all! I am Fairweather, and I make singleplayer levels for Quake, Team Fortress 2 and Doom! Here's some of my work, I typically focus on encounter design, but here's some pretty visuals to catch your eye. Reposts appreciated.

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one of the saddest things about western masculinity is that it comes with a predetermined set of life goals from the very start. a kind of life that one should live, and things they should strive for lest they be a failure as a man. none of that sounds like freedom

Using some UV tricks from Inigo Quilez's blog, I was able to get very convincing pixel textures but still using regular samplers - meaning you get to use shared samplers, anisotropic filtering, etc! I also have some PBR inference from color textures worked in too. Textures by Makkon.

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The problem with "you're wrong about" type podcasts is that eventually they get around to covering something you actually know quite a bit about and when they get major things wrong it bursts the illusion that the hosts know anything other than how to make a podcast.

Network test success. Slowly lifting the GZDoom netcode curse. Ongoing behind the scenes netcode improvements, and improved it has. 6 players across the world, no connection troubles (OGs remember the struggle), SMOOTH prediction (feels like playing single player), no jitter/rubberbanding. #GZDoom

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The only successful type of game going forward is the kind I make and like. All other types of game are doomed to fail because players don’t like those games, as demonstrated by the commercial failure of one specific example, Game X. Don’t be an idiot, be a clever person, like me.