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399 points TaurenHunter | 2 comments | | HN request time: 0.414s | source
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ykl ◴[] No.42191172[source]
One of the many fun/cool things about Tiny Glade is that it quietly has one of the most advanced realtime global illumination lighting engines shipping in any game today, and it’s all completely custom for just this game. One of the devs, Tomasz Stachowiak, is a big deal in the realtime rendering world and previously was at DICE and Embark; at Embark he led the Kajiya experimental realtime GI project [1] that made quite a splash in the rendering world a while back.

The other dev, Anastasia Opara, is a big name in the procedural graphics world. She gave one of my favorite presentations on the topic a few years ago [2].

Anyhow if you can’t tell I’m a big fan of both the game and the devs. :)

[1] https://github.com/EmbarkStudios/kajiya [2] https://youtu.be/dpYwLny0P8M

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IshKebab ◴[] No.42191653[source]
Yeah it looks amazing. I just wish it was more of an actual game. I guess lots of people like digital lego, but for me it seems like a ridiculously well polished toy or tech demo. I don't know why I'd play with it for more than an hour...
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deadbabe ◴[] No.42192443[source]
Agreed, these kind of games feel lazy imo. Like a dev just wanted to toil endlessly on making a game engine but then never add actual gameplay elements. I played around with Tiny Glade for a little bit and then never really touched it again. Neat, but no depth.
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1. famahar ◴[] No.42192795[source]
The depth comes from the players own creativity. Not everything needs goals and gameplay loops. Nothing about this is lazy. It's sophisticated piece of software that does exactly what it sought out to do.
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2. jb_briant ◴[] No.42192819[source]
And we can argue that using your creativity to tranform thoughts into pixels is a goal in itself