Player collision in a classic fps multiplayer setup is often handled by the server only. The reason is simple, you need one consistent world representation. To avoid player penetration due lag most games also implements some kind of client side physics to predicit the movement of other players and to calculate the corrent…
@count essential key to good textures are good resources, your stock for the textures looks kinda weak in the first place which will lead to boring looking assets. try to get stuff more varying look at ACTUAl patterns how they look like how they have different colors in different areas, how everything is not flat. you can…
**deep breath** The common misconception people have of libertarians is they think we want to abolish the military. I have no problem with having the strongest military in the world. There is just a difference between the word "strongest" and over doing it with an Empire. I really don't think we need bases in other…
[ QUOTE ] because you touch yourself at night [/ QUOTE ] should probably stop spying on him [ QUOTE ] iD did, they're in the SDK. [/ QUOTE ] haha.. yeah, I think the keyword is 'tried' though. I'm not a fan of the ones in the SDK.. apart from the fact they handle like a Reliant, they look seriously rushed and horribly put…
Selection created by Magic Wand Tool in pohotoshop is distorted as shown in the image I am currently working on 3d texturing, creating masks from UVs and drawing textures for each UV. I am trying to create a mask from the UVs and draw a texture for each UV, but for some reason the selection is distorted. I have never had…
Ok, I'll skip the celebrity stuff and go straight to difference in production. Imma talk about games vs working in VFX shop for hollywood. The biggest difference between game and film (hollywood) is bidding. Even with new players this shit never went away. Basically in games, big (and small) publisher own their IP and just…
mop, the reason max converts it to an 8 bit image is becasue max can only read 8 bits per channel. zbrush exports image files useing 16 or 32 bits per channel.. thus your displacement map is 16-32 bits, but if take it into photoshop you will notice it only has one channel, this is why you have to convert the image to rgb,…
And I think that's what is most frightening about the recent shakeup. If it was just the annual cycle of dropping excess workforce after a big release, than that's one thing. As unfortunate as that practice is, it's hardly anything new. No, what's new is that whole studios are being shuttered. That's what's new. And with a…
[ame=" https://www.youtube.com/watch?v=Vm5N4yjWFWs"]Payday The Heist - Interview at Overkill Studios by Sophie Angner & Nina Strauss (Top Model Sweden) - YouTube[/ame] So there you have it. As a member of the Swedish game developer community I'm deeply ashamed. Our industry have a small but growing discussion on how to be…
I've created a material for a computer monitor that has scrolling text in a couple of smaller windows. Easy to do. Right? When I add the main monitor texture to the scrolling pieces with the alpha masks, instead of showing off the color I want to appear, it shows the color that mixes with main monitor. It should layer on…