if i understand this correctly, there will be no specially crippled euro-version, it's just cost cutting measurements that will affect all territories. and yes, it blows. backwards-compatibility is a big deal at least for me and it didn't seem to work as well as promised even on the current PS3 so far. btw. the emulation…
The real money you pay for is the people you meet, the resources the school provides, and the degree (a piece of paper saying you can learn/been thought stupid college level GE classes). See, AI suffers from quarter system. If it was not in that system then people would complain that they're taking too long to get out of…
Hmm...Ok so "golbal warming/climate change" arguement aside, what baffles me is the denying of human effect on the environment. 5000 years ago = No factories, No powerplants, No automobiles...Now? all of that plus far less air filtering forests. So my question is, How could it NOT effect the system that is our atmosphere?…
The importing process for Half Life 2 is a pain. But the faceposer and lipsync tools for that game are easily the best in the business. The level of characterization and expression possible on the in-game avatars is nothing short of incredible. And the fact that it uses the Microsoft Speech SDK 5.1 to time the phonemes…
We're really happy to announce that Cinemachine is finally available on the Asset Store. We've been working on this for over a year, in development with Homeworld: Deserts of Kharak as our test platform and have just finished adding the last details to it. What is Cinemachine? It's a unified procedural camera system which…
[ame=" https://www.youtube.com/watch?v=Bpi4J11ZE1o"]Introducing Unity 4 - YouTube[/ame] Features Mecanim animation system DirectX 11 support Linux deployment Shuriken particle system supports external forces, bent normals and automatic culling 3D texture support Navigation: dynamic obstacles and avoidance priority Major…
Hello, I was recently wondering how does one make a nuclear explosion in UDK? Basically what I want is a dynamically lit smoke that also casts shadow on itself. From what I've gathered most smoke particle systems are done with Unlit lighting model and translucent blend mode, meaning its not possible. Yet games do it:…
Hey guy as probably all of you know, 38 Stutdios/Big Huge Games were closed last Thursday after a long period of financial shenanigans. I wanted to share a bit of my work from not only Reckoning, but also from the unannounced piece of pre-production we were working on for a potential sequel. Briefly on the sequel, we were…
This opportunity is now closed as the position has been successfully filled. Hello everyone, I’m Rémy, founder of Naos IT, and I’ve been working on a video game project for the past five years. We are now entering the first phase of prototyping, which will focus exclusively on gameplay development in Unreal Engine 5. The…
Thought I'd post my final update on this project. It's been a long slog to the end! Basically regarding the 3D artefact I took in a lot of the feedback I've been given and implemented a fair amount of the ideas to make everything a bit more streamlined and less buggy. So I managed to; -Added a quick tutorial system (thanks…