An indie homage to the epic arcade game from 1995, Sega Rally, recreated in UE5, with graphics as you remember them as a kid! s.team/a/1959280

Los Angeles, CA
Over Jump Rally is a Sega Rally tribute, remade entirely in @UnrealEngine5, and we are hoping to become an official remake one day. A first game by Alessandro Schiassi Sound Effects by @pshelleyaudio "Silverstream" theme composed by @neoteaika This gameplay video shows the final visuals and the brand-new sound effects using @audiokinetic's Wwise and REV2! The car handling is also final, but I usually don't drive using the hood camera, so there are some crashes here and there, which I wanted to keep in the video to show the physics (and SFX) in action. The video was recorded in Ultra settings at native 1440p on an RTX 4090 and i9-13900k, clocking around 90fps. The performances are quite scalable, especially on lower resolutions and using TSR upscale technology. DLSS and FSR will also be added. The lighting is all done in Lumen Software, and almost every mesh is Nanite (except for translucent surfaces). Fun fact: there are 2 Billion polygons in the entire map! Chaos Vehicle is used for car's physics. FAQs: 1) Yes, a console port is planned, but only for current-gen consoles (PS5, XBSX/S). 2) No Steam Deck compatibility, as its hardware is not powerful enough. It should work fine on ROG Ally and Legion Go. 3) Yes to wheel support (and FFB); it's coming! 4) No, I don't have a date for the upcoming demo release, but you can see it's in good shape (still missing VFX and game logic, but graphics and handling are 100% done. Some SFX are still missing). #indiegame #UnrealEngine5 #segarally #ue5 #Lumen #lanciadelta #toyotacelica #rally #SEGA #セガ #セガラリー
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Epic's Unreal Engine, running in a browser tab. Not a video. Not a stream. Your own graphics card. Nanite, Lumen, multiplayer servers in WebAssembly, and gameplay in TypeScript. #UnrealEngine #WebGPU Prompt for you agent 👇
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Replying to @J4GameDev
i think youtube is the closest analogy, but i expect a much larger share of people to create. building games and worlds is already the main thing people love doing in minecraft, terraria, animal crossing, etc. making things like that is fun in a way filming and editing videos wasn't. you’ll still get the youtube distribution: tons of low-effort stuff almost nobody sees, games that only make sense for a friend group, weirdly specific niches people love, and a few mrbeast-sized cultural phenomena. but also whole kinds of games that couldn’t exist before.
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Well, as you've probably noticed, there's a controversial discussion going on, and since controversy isn't something I shy away from, I'd like to chip in. Specifically I would like to show example of using Ai acceleration to achieve YOUR vision while maintain absolute control over the result, hence this thread. So here's a tool I've made, which I'll talk about a bit more in the comments. #gamedev #indiedev
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New Unreal Engine 5 Beginner tutorial and how to start building games with AI! Updated for UE5.8: piped.video/e83pKSlfGR0?si=7pyX…
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Tesla’s attention to detail in their UI is impressive. You can see the texture in the ghost costume, plus all the details under the cloth like the wiper, tonneau cover, etc.
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when I started writing my engine, my expectation was that it would take 4 to 5 years to get it to a level where everybody could use it. instead it took 18 months, and that's because I only even started using AI code in July, after Fable 5. the actual core runtime of a game engine (the part that actually matters), can be written by hand by an experience programmers in a couple of months give or take. the problem is the sheer amount of glue code you have to write to make it usable: editor code, serialization code, supporting different graphics features per platform, refactoring systems to make sure everything works together without impacting performance, the list goes on. that kind of code is neither fun to write nor an exercise in technical thinking, and it made up 70% of the work before. now we have automation for a big part of it. not for the thinking part imo (Fable knows every trick in the book but it seems to struggle with deciding what to do with it), but for the manual work that came after it. this will simultaneously unlock incredible progress, and incredible disruption. programming doesn't look the same, jobs don't look the same, running a company doesn't look the same. we will have to figure out the new normal in the upcoming years. do I miss writing code? every day. I went through rough times this year trying to come to terms with this new reality. part of me wants it back, the other part is excited about what the future will look like.
When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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Sonic & Knuckles ❤️ released 32 years ago today
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【デイトナUSA スペシャルエディション [1994] アーケード】8台通信対戦筐体のパノラマアトラクトデモ 『デイトナUSA 2』には16台バージョンがあったらしい… #DytonaUSA piped.video/joUOIMl_MFQ
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アーケードの名作『電脳戦機バーチャロン』が、Webブラウザに勝手移植!! 本作は、WebGPUを利用してバーチャロンを動かすプロジェクト。高解像度表示に対応し、オリジナルの画質に加え、強化グラフィックモードも選択可能。 更にキーボードとゲームパッドの両方に対応し、全画面表示でもプレイ可能となっている。 solid7s.github.io/Virtual-On… しかも本作、近いうちに「マルチプレイヤーモード」を搭載予定との事なんだッッ!!
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The Sega Saturn 😍🥰
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Outrun?! I need this and I WILL make space for it but I don't have dinero 😭
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Doing Doughnuts in Daytona USA (PlayStation 3, 2011)
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We are developing a tool that recompiles AZEL: Panzer Dragoon RPG (released in the West as Panzer Dragoon Saga) for PC, built on the emulation technology of Yaba Sanshiro. With it, you can play this classic without a Sega Saturn. You will need your own copy of the game disc. No game data is included. #segasaturn #panzerdragoon #azel #retrogaming
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Epic Games released an official plugin that lets Claude Code control Unreal Engine directly. It connects Claude Code to the Unreal Editor and exposes hundreds of editor tools across 30+ toolsets: → Actors, Blueprints and materials → Niagara effects, Control Rigs and Sequencer → State Trees, widgets and the Gameplay Ability System → Automation testing Install it from Anthropic's official plugin marketplace: /plugin install unreal-engine-skills-for-claude-code@claude-plugins-official In Unreal, enable the ModelContextProtocol and AllToolsets plugins, then start the MCP server with the editor open. Works on Mac, Linux, and Windows through Git Bash or WSL. github.com/EpicGames/unreal-…
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The games we've long wanted, which didn't exist because they'd cost several times more to make than they'd earn back, will soon become possible. As will the games developers wanted to build, but couldn't with the resources available. It'll be a new golden age of gaming.
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おはようございます☀
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120インチ画面の飛び出す3Dアフターバーナーで笑顔にならないおっさんがいるだろうか。いやいない(反語)
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Introducing Super Nt+ and Mega Sg+ The definitive way to play original Super Nintendo, Super Famicom, Sega Genesis, Mega Drive, and Master System. Beginning with Super Nt in 2017, the originals set a new standard for video game preservation. Nearly a decade later, they return. Super Nt+ & Mega Sg+. Definitive, all over again. Now with Bluetooth + 2.4G. Reworked industrial design, OS, packaging, and more. At the core: an FPGA architecture engineered in-house from scratch, backed by over a decade of development. Purpose-built 1080p for 2D gaming. No emulation. Zero lag. Total accuracy. Plug and play. Preorder Oct 19, 8am PDT. Ships Dec 2026. analogue.co
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STRONG CP2077's Quadra vibes!
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