Occasionally someone will asked how I obtained the PPL look. In a nutshell: Draw everything with lines, including the text and the various icons. It's a lot of work, but besides looking unique it creates a consistent appearance which is a thing that a lot of indie games struggle with. The lines are screen-space projected lines with miter joins. Draw the lines with additive rendering. This means that if a red and green line overlap, the overlap will be yellow. There are a few things not drawn with additive rendering (like the background of buttons to improve readability), but they are exceptions. Add bloom. There's lots of different bloom implementations. Nowadays I use a bloom that is similarly to the one in blender's eevee . If you see banding, use dithering. Optional: Add even more post-processing like (very slight) chromatic aberration, lens dirt, scan lines, curved monitor, and vignette. No post-processing, just lines Bloom! Ignore the missing bloom at the top All the...
I wanted to write this post for a while. It describes a C++ technique to implement rollback in the context of multiplayer games that I feel is quite interesting and useful. The tl;dr is: don't bother serializing individual objects, just rollback all the memory. Rollback-based multiplayer I've been working on a multiplayer version of PewPew, and for reasons that are outside of the scope of this post, I chose to implement multiplayer with deterministic lockstep and rollback. The basic idea behind rollback-based multiplayer is that the inputs of players are replicated to all the players. Whenever a player receives the inputs of another player, the state of the game is rolled back to the point where the input happened and fast-forwarded back to the present so that the state shown to a player takes into account the inputs of the other players. Because history is being re-computed, some events get undone. For example, it's possible a player saw themselves taking a bonus, but aft...