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Cole Jefferies
Indie game dev, currently working on stealth detective game 'Shadows of Doubt' . Previously made city building puzzler Concrete Jungle! He/Him
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Cole Jefferies Jun 21
Looking really cool! Can't wait to try it
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Cole Jefferies Jun 17
Replying to @CrowCuddles
Thanks- and yes there definitely will be options for this
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Harry 💬 Jun 14
The new issue of is here! It contains a huge amount of amazing stuff including tutorials, games, cool experiments, and so so much more! 22 issues in, and I'm still amazed at how many cool stuff I find each week! 🔗:
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Cole Jefferies Jun 14
Replying to @JaceCear @c0d3rguy
Here's an explaination:
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Cole Jefferies Jun 14
Replying to @JaceCear @c0d3rguy
Thanks Jace! It seems complicated at first but it's not super hard to understand. Look into A* pathfinding- that's pretty much the standard, and most games use that or a variation of it (including me).
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Ernie luckman Jun 12
When you’re on a date and the conversation stalls
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Aesthetic Sharer ZHR Jun 13
Lovell Birge Harrison (October 28, 1854, Philadelphia, Pennsylvania – 1929) was an American genre and landscape painter, teacher, and writer. He was a prominent practitioner and advocate of Tonalism.
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Cole Jefferies Jun 13
Replying to @VaragtP
View*
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Cole Jefferies Jun 13
Replying to @VaragtP
Thanks! That's already the case, you hold down tab to bring it up and it goes away again when you release. Or you can pause and few it full screen 👍
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Cole Jefferies Jun 13
Replying to @VaragtP
I'll include an option to turn it off, there's a minimap anyway that you can use as well or instead.
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Cole Jefferies Jun 13
Replying to @Florian_Dec
Thanks Florian!
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Cole Jefferies Jun 13
Replying to @svitkunas
Ah sorry! It's probably a combination of the FOV (I've cropped this to make the arrow more central), the head bob and motion blur. All of these things will be in the options when it goes public.
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Cole Jefferies Jun 13
Replying to @Voxels @tuxedolabs
Pretty good still- around 60fps in the editor with low points of around 50 and highs of 80 on a GTX1060. There's a lot I can optimize (for example the tops of these buildings are wayyy more detailed than they need to be as their sloped roofs are stepped using voxels).
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Cole Jefferies Jun 13
Replying to @tuxedolabs
I've still got work to do on culling systems but the triangle count in this scene is around 500-900k. This is a very small map that I use for testing though (3x3 blocks). The game loads/unloads interiors on the fly so I don't even know what it would be for the entire city.
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Cole Jefferies Jun 12
Replying to @tuxedolabs
Thanks Dennis! Yes the voxels are converted to optimised meshes & textures using qubicle. (The tech you’re working on looks amazing btw!)
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Cole Jefferies Jun 12
Replying to @MrBalinTweets
Aww thanks mr Balin!
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Cole Jefferies Jun 12
Hi, I'm Cole, I look like this <- but less pixelated. I'm working on detective stealth game 'Shadows of Doubt' with doing audio. Introduce your team & encourage 3 others to join in using I tag
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Cole Jefferies Jun 12
Replying to @Dougomite_Dev
Thanks Douglas! Hmm outdoor nighttime lighting- no special tips really. Personally, I try and supplement the small amount of ambient light with bright, vivid lights that have a relatively small range- kinda gives it a cinematic quality imo.
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Cole Jefferies Jun 12
Replying to @ItBurn_
Yes- it only appears if you have a route plotted anyway. I'm sure I'll include an option to turn it off.
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Cole Jefferies Jun 12
Replying to @matchristian
Thanks Matt! It’s all voxel models with low res normal and metallic maps also.
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