I like biped's simple leg set up, very few parts to interact with. No IK/FK switching and the swivel is controlled by the rotation of the shin. Same for the elbows, its controlled by the forearm rotation. No second set of limbs to blend between and snap back and forth, no goofy look at swivel to worry about, just simple…
Update Backlog 2 : Sprite Control & Enemy AI A major goal for my project was to create a scenario where the player is ambushed by several challenging enemies at once with unpredictable movement behavior to simulate a bonafide swash buckling experience. My primary source of inspiration has dominated my imagination ever…
hey imbue, what i have is a particle effect and in this effect there are currently two systems. one of these creates five sprites in random locations and the second system is the puff of smoke. What i want to do is use the five sprites as emitters for the puff of smoke system. however at the moment, when i use the emitter…
After a few days thinking, I have come up with the following ideas. These are for people who don't abuse the system, and need a little help between jobs. 1. If you have worked for more than 2 years consecutively, and lose your job through no fault of you own (like company goes bust, downsizing, not because you got sacked…
Hello everybody! I'll get straight to the point: I am making a cold breath particle system with smoke particles but I get some strange results from my "Velocity over Life" module. I set my initial velocity to lets say X: 300 Y:0 Z:0 It works fine and my particles fly off in my particle systems positive X direction. I…
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My atempt at explaing this. Forget about the normal map first and just consider the lowpoly mesh. For each pixel that is rendered on the screen a normal is calulated by averaging the normal of the polygon being rendered and the neighbouring polygons. You can google this to get examples of algorithms to calculate this. The…
GLSL is good because is very portable(multivendor, multiplatform)... but is lacking a bit currently because does not have an "effect" system like HLSL. Also is a bit buggy sometimes(due to the different compiler implementation of the different IHVs). I think we need to wait for OpenGL 3.0 to solve some design…
It's really become a bit of a sticky situation for Sony. On the one hand, they've made a great system that runs well, and improves with every software update that they release. One of the big complaints that I always had with the PS1 and the PS2 were that they were shoddily engineered and constructed. They both suffered…
Hello, Our indie team is looking for a passionate 3D Artist/Animator to join us in developing our upcoming title - Space Spiders Arena. About the Project: Space Spiders Arena is a fast-paced sci-fi arena shooter where players control spider-like robots competing in tournaments that take part across space - from asteroid…