Programmed a bunch of unconventional additions to Paintool Sai after reverse engineering for a little while to map out data structures. Has a console window where I can input commands(with auto-complete) and run other little extra functions.
Houdini Procedural rocks in engine test. High poly. to do/ideas: * uv/texture support * more artist control over the shape * launching xNormal or Houdini baker to automate the baking process? Breakdown: https://3ducttapes.tumblr.com/post/147295610916/houdini-rocks?is_related_post=1
Super awesome stuff ravenslayer and prototyp3!! OK I'm now doing this.. next game will be for pc/mac, multiplayer, 3 tribes, infinitive world. Working with the freshly released bolt network engine which is just bowchickawowow and the infinitive-tile-based-world already supports polycount green.
New personal project. More on the shaderstuff this time. Snow shader with basic refill. Dynamic heightmap based on screencapture2D / topdown and decals spawning. Super fun! Unreal Engine 4. It works very similar to this technique: http://www.slideshare.net/…/gdc2014-deformable-snow-renderi… https://youtu.be/oNwulbOM4eU
Hi, all. There's some really interesting stuff going down in this thread ― as always! I've made a tutorial on implementing MatCaps in Unreal Engine 4. It's probably not the most useful thing to have in a game engine, but I thought it would be a worthwhile endeavour non-the-less.…
working on a semi isometric tile based engine in unity as a personal project, a map editor for it written in Python/Qt and max scripts to batch export the tiles. Not sure where to go with it, but I got the idea when I stumbled over xu4. Also it gives me a concrete project to work on while learning Unity.
Thanks guys :) Nah, not really anything else to show. It's basically just a big terrain engine with streaming so it supports 8km terrains. I've got physics in but so far there's just a cube you can drop and it'll act all physics-y along the terrain. Here's a few more screens, though
A free tool for Blender 2.8 called AssetGen, it will send your high poly into your game engine in a single click, it will do everything automatically for you (reduce the polycount, uv mapping, baking, material creation and sending your asset) and you will be able to update your game asset quickly:…
I'm surprised at how easy it is to write a custom exporter in Max Script. I guess that's partly just scripting languages for you. I don't like scripting languages because they can give you bad habits, but one can't help but like the ease of use. Apart from the obvious perks of a custom exporter, the flexibility, and being…
figured this fits here more. Been implementing some post processing shaders for the engine I am working on. After some headaches I managed a solution that worked with the data I have available. Still need to render the ambient occlusion to a lower res texture and potentially apply a blur depending on how things are needed.