I thnk they took it down from the SDK site recently because its broken. There are some .FX shaders floating around with similar functions though if some kind polycounter wants to drop a link.
It's all based on more floating point precision. I hope to get the RTX and it has real time ray trace reflections (You'd have to watch the whole talk by Jensen to get the last part)
Not on the highpoly and i´m not sure yet if i´ll have floating geometry on the lowpoly or bake everything into the texture. I guess FWN would make sense for some parts like the armor and helmet.
Well, I know it's not 100% accurate (I wish I had blueprints) and lacks the nuts and bolts I made as floating geometry, but hopefully not the very worst! Anyway, the shaders are what matter here :)
Huh. If I set a 800px width for the containing block, then the buttons don't move to the left if the browser window is smaller than that width. Is there some CSS magic for floating right, but only maxing to that value, not fixed there?
Slum, That would be ideal for foot steps but what about tracks like from a snowmobile or a car or something... He meant floating poly's that would spawn when a player stepped etc. I think...
Adam, were you aware you were being followed by a floating eyeball when that pic was taken? (Top right). Is everyone here in their thirties or do yanks just get hitched really young?
pretty awesome. keep goin i would love to see this in a game engine sitting there in idle. you know the fan spinning slowly, rays of light shifting with dust floating within. looks great!
Anyone know how people do the timelapse from photoshop? I've seen some where it looks like incremental saving, is there a script floating around? Latest stuff today. Concept Tag : Randoms :
Just gonna leave it at this actually Need to learn how to texture this stuff. Already to complex. Think of a huge AI system that floats in the middle of space. Like a technical version of god - An all knowing thing.