<u>Brief description:</u> About the team Assyria has been in development since around may 2006. We have a talanted and dedicated team and are determined to get the game completed. We have been contacted by lexicon entertainment (a european publisher) who have shown interest in the game. Although it is primarily a hobbiest…
Always wished you could work on an indie sci-fi coop game for PC? Have lots of great ideas on how to make games fun? Lonely in the evenings with more spare time than you know what to do with? Then have I got a deal for you! I'm a programmer looking for an artist that is passionate about game dev, who can commit 3-4 months…
Project Cyberpunk Racing I’m currently working on updating my portfolio. My current project is for the general audience. I plan on having a Character and Vehicle for the initial design. So that I can try and tell a story. This document is to help me keep track, and have all the list of features I hope that can make it into…
This is a well written article as well. http://www.boxturtlebulletin.com/2009/09/10/14579 A True Hero Gets an Apology Timothy Kincaid September 10th, 2009 Turing There are not many people who have changed the course of political history or impacted the day to day lives of nearly every person on the planet. Alan Mathison…
some stuff is wrong what you just said jkm Cg HLSL GLSLCg was developped by Nvidia, it was the first high-level language for the mass market sorta. In a cooperation project HLSL was made with Microsoft, hence Cg and HLSL are very close codewise, and often no translation is necessary. Cg supports a few more things than the…
Hello la compagnie ! I've pushed an update on the state of the project here : https://www.artstation.com/blogs/vexod14/49Xj/star-wars-redemption-work-in-progress-18 Here is what's new compared to what I already shown here So, some new levels, in terms of pure art. Just cause I wanted to bring on more levels now I've…
Hopefully I can deepen your understanding a bit. For the most part you are close to the truth. The items you're 100% correct on I've omitted from the quote. Regarding realtime lighting and shadows: Realtime shadows do require running vertex processing and draw calls for all of the meshes that the light affects. The way…
the first part about the thing you'd want to know is right here [size=+2]Things you'd want to do[/size] So I hope this wall of text up here made some sense for you guys.) I find all this information on how stuff works really useful, but it’s not exactly what you would use on a day by day basis. It’s nice to read once, but…
@Kanni3d thanks so much, I plan to keep this thread updated with my weekly development on the art. I was asked by Substance on Twitter to share my workflow process as I am using a low poly base mesh and only using Substance painter to achieve the final results. So, here is the breakdown of my process: 1. PREPARATION: All…
Fixed it ... well kinda - Haven't tested it but it compiles now. I had to comment out some math in the Translucency lighting model function. Might looked borked. //==============================Info===============================/*Soft Light Skin Shaderrelease 1 (First public release)History: - R1 (10/05/2006): Initial…