Why isn't Dreams out yet. Vid:
https://www.gameinformer.com/exclusive-interview/2018/10/10/why-isnt-media-molecules-dreams-out-yet
What kind of sorcery is this?
If they deliver... This might be the most impressive "thing" released on ps4 so far.
How can they have such a beautiful lighting with all the particles and local lights and such, inside a creator tool? Will there be some kind of baking before you can play the experience you just created? Or is this some kinda magic?
It's not really what I meant. Will you have the exact same look when creating and when playing the experience? Many things used to render such lighting and radiosity in real time need time to be computed (such as bounding volume hierarchies, voxel partitions, etc...). It's why you don't have the same look inside Maya when designing, and when playing the experience in Unity/Unreal. (I know the gap is closing but I never had the opportunity to have my hands on it to really see how fluid it can be. And we are speaking here of thousands of dollars computers running it)It's all real time. No baking necessary.
It's not really what I meant. Will you have the exact same look when creating and when playing the experience? Many things used to render such lighting and radiosity in real time need time to be computed (such as bounding volume hierarchies, voxel partitions, etc...). It's why you don't have the same look inside Maya when designing, and when playing the experience in Unity/Unreal. (I know the gap is closing but I never had the opportunity to have my hands on it to really see how fluid it can be. And we are speaking here of thousands of dollars computers running it)
Doing it in real time in ps4 is mind blowing.
what are people preferring to control this with? move? or reg ps4 controller?
This is really how I imagine game development. This is an insane tool they are developing here.
If it works as expected, then I can make a day/night cycle with the right script behind it, and everything in my level would just naturally blend from sunlight to neon light.Yes. When I said 'real time' that's what I meant. Everything you create shows exactly what it's going to look like in game because basically they're the same thing. You do have 'studio lighting' which gives you neutral lighting when creating. That would be used for things like creating a level at night when you've already set the lighting up for night.
I am not sure I fully understand what this optimize thing is supposed to do. What is a "thermomiter" ?Showing the optimisation tool in action
If it works as expected, then I can make a day/night cycle with the right script behind it, and everything in my level would just naturally blend from sunlight to neon light.
Then I wonder why other studios spend month working on optimizing their ambient pre-baked textures for day-night cycles and weather
I am not sure I fully understand what this optimize thing is supposed to do. What is a "thermomiter" ?
If this is supposed to reduce the number of "facets" or "things" sent to the graphic card, to optimize the performances (*), then I do believe this should be automatic and not left into the hands of users who won't understand anything to what they are doing.
(*) I am purposely vague here. I am a developer of such tools for power users, this is actually my expertise domain. From experience I know users generally want automatic tools. If they do not understand the internal of such tools (and the vast majority does not), they end up doing shit.
Then if it can decide and limit, it should be able to automatically apply it to prevent the ps4 to crash.The thermo decides (and limits) what content you can place in an area before it starts crashing your PS4 or reducing the framerate too much.
Quoted for the new page.
Yeah, I'll post the Youtube version up as soon as I can:
Maybe I’ve missed it, but would we be able to make a game set in space? Rebuilding something like star flight would make me buy this instantly
Yesbut would we be able to make a game set in space?
They're actually just making that in the stream.a game set in space
Yes, that's easy to be honest.
They're actually just making that in the stream.
Two thoughts:
- the result looks insane
- the logic and stuff behind that looks in-humanly complicated for casual gamers.
That would be a terrible idea. Even if you didn't get a story mode, Dreams is worth far more than $60 or £55. You're even advocating for DLC ... Anything that is added will be free, as will everything you download from the community. Maybe at a later date, if Healey gets his way, we'll be able to sell our creations on PSN.
What do you mean wirelessly?
They should stop making streams and release the beta already.
From a developer point of view, this "wirelessly" thingy does not make much sense. The "wire" is just a way to visualize the logical link that does exist behind the scene, be it "wirelessly" or visualized with a line on the screen. They are making something powerful understandable by non programmers - and as a programmer I have to rewire my own brain to understand what they are doingNo external wires required. You can set up logic on one chip and wirelessly pass the value to another chip or tool without using wires to connect the two. This means that everything can be self contained (modular), making it easy for someone to share their logic. It also means we can set the same mechanics up and then change how it works by switching which logic it receives wirelessly.
Again this thermo thing. So it relates to the complexity of the level, right? Is there a documentation somewhere? But they are mixing geometric complexity with logical complexity and I am not sure the two sleep well together.cutting the thermo down
From a developer point of view, this "wirelessly" thingy does not make much sense. The "wire" is just a way to visualize the logical link that does exist behind the scene, be it "wirelessly" or visualized with a line on the screen. They are making something powerful understandable by non programmers - and as a programmer I have to rewire my own brain to understand what they are doing
Again this thermo thing. So it relates to the complexity of the level, right? Is there a documentation somewhere? But they are mixing geometric complexity with logical complexity and I am not sure the two sleep well together.
On a side note, I may repeat myself but I do think they should release a light version of Dreams for non creators. A cheaper version where you can play the others creations but do not have access to the tools.
For example, what if I made a great game and want to share it with my friends, but they do not have the full version of Dreams ? (They are not creators, they are not interested in it) ?
There clearly are two different markets here, one for gamers, one for creators.
I thought they canned this turd
Thanks! Very excited to attempt this stuff
Begins at 7:20
The logic behind that looks like a big spaghetti plate
Yeah and they need to work on their UI. This word can't be read.
What? By making the word readable?! What is it then, second line before "wire"? It really looks like there are two layers of text, not one moving around.I don't really see how it could be improved.
What? By making the word readable?! What is it then, second line before "wire"? It really looks like there are two layers of text, not one moving around.
You are not helping there . I'd be curious to know the words since I won't search among the tons of videos they provided.
Plus, I still say that having useful UI buttons dancing on top of one another is dangerous design at best (error prone for the user).
There are tool-tips here that can't be read. They are supposed to be useful UI text, right?
No...
There are tool-tips here that can't be read. They are supposed to be useful UI text, right?
After "R2 make wire"
You have "L1 R2 XXXX wire"
What is it? I read a mix of cheke and move.
Thks