Game programmer, designer, director; retired quadball player; antimeme; radical descriptivist; antilabel; Moose;

Working at Muse Games. Directed Embr, worked on Wildmender and Guns of Icarus, Making new secret stuffs

Opinions are everyone else's


Having a very weird but very cool moment where Star Citizen has developed a near identical piece of tech to what myself and my graphics programmer, and the rest of my team built back in 2018 and 2019 for my game Embr. Like down to implementation details that are near, or in some cases literally identical. Both take a designer configured set of materials, use a 1 meter voxel grid, and build a fire effect off a mix of surface ember and char shading, volumetrics, and particles. Embr had the full oxygen sim, burnout from lack of fuel, and various other system bits, some of which we mostly took out for gameplay tuning. Hell even all their debug looks like my debug did for Embr. The ONLY thing I see in here that I never actually did was radiant heat because I ended up not needing it on top of convection for the gameplay I was shooting for, but I spent a lot of time considering it.

Like I doubt most of the people doing this work have ever heard of Embr, but it's utterly FASCINATING to see people come to literally identical conclusions as myself solving a nearly identical R&D problem. If anyone knows some gameplay programmers over at CIG I would LOVE to swap notes with them about this system's development.


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