I was wondering about texture map sizing conventions I commonly see for assets developed for games. When artists are made to produce textures of a particular size (512X512 for example) is it done because of the amount of memory it is assumed a texture of that size will tax the gameplay engine (in kb) or; Do game engines…
We a small team of developers based out of UAE and we have a few openings in our studio. Selected candidates must be willing to relocate. This is a full time job and the studio will pay for any accommodation expenses. Below are the openings and eligibility for each criteria - 1. Gameplay Programmer Ideal candidate will…
It's been a while since I posted updates here, but this is a big one, excited to share! Since last post BroDynamics had a few major improvements - new simulation modes, new custom physics engine and UI updates. It now has the ability to simulate springy motion on any attribute, supports collisions with deformable meshes,…
Cool concepts and cool to see you still at it. One thing you were concerned about and that no one seemed to mention is extra verts due to splitting faces apart for uv mapping/tiling. It's a legitimate concern, something you should keep in mind. (try not to split in the middle of smoothing groups) But in this case it…
Yes network, render, engine, UI and gameplay seem to make up the main discipline split (not counting support stuff like build engineers and online service types) Realistically in most small or indie studios you're not going to see significant engine, network or render work as you'll likely be on a third party engine and…
Hello Makan subdividing the low poly increases it's vertex count and contradicts the high poly to low poly work-flow. Triangulating the low poly before you bake effectively locks the normals of the low poly, so in the game engine you are ruling out "normal errors". All game engines use triangulation and that is why it's…
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The 20-year old Alex is at the heart of the survival horror adventure Now the cat is out of the bag: The German Publisher TopWare Interactive announced at E3 in Los Angeles that "Sacrilegium" will be the next title from the company owned developer - Reality Pump Studios. The in-house development team thats responsible for…
its a cheap operation in your shader and can save a shit load of memory if it's a runtime changeable thing there will be a cost associated with passing data around - that can be prohibitive but will depend on your engine/use case. it'll be equivalent to something like changing a light colour based on input from the game…
Depends, is Crytek going for the Indie market and new market or is it going Veteran? Time will tell, but if it's Veteran market, there is no competition over there since there are a BAJILLION commercial engines as well in-house trade engines, so all CE3 will do is 'add' another engine and no one would care. If it's the…