you could get a game that comes with an editor like Crysis, gears of war2/unreal tournament 3, COD4, or download valve's hammer. Then you can make a FPS level that you can actually play!
you could generate this with code or you could simply composite images. either way, the result will depend entirely on how you combine your gradients/distancefields/however you choose to think of it here is an example in substance designer. the maths translate 1:1 to any shading language and can be easily ported to code.…
Hi everyone, we are looking for someone who can help us bring our game to players and shape how the project is presented and communicated. We are currently working on a mobile arcade game called Gary Getman. The core gameplay and direction are already defined — we are not redesigning the game. What we are looking for is…
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
Damn, that was a great read. I would have never guessed it was that complicated to implement a FOV slider. I guess it's one of those things that some people don't appreciate enough because they have come to expect it. On a related note, I wish people would stop bashing the CoD engine. It is an incredibly difficult task to…
Hello everyone, I'm trying to learn MEL scripting coming from a background of Unity C#. Currently I'm working on a script that moves all selected vertices to 0 on the x-axis. I borrowed this script from another forum but it doesn't seem to work when the object has moved: string $verts[] = `ls -sl -fl`; Now, I'm trying to…
Thanks Shrike! To answer your questions: 1) I prefer using UDK over everything, so that entails using Cascade (the particle editor) and the material editor extensively. I also have used CryEngine (which doesn't have a name for its particle editor), Fork Particle Studio (a standalone editor that is implemented into most…
Ah I see. Thanks very insightfull. I wasn't sure if I could delete the transformation nodes. Thanks for confirming. Coming from Max. Maya is not easy to learn, very technical. But thanks again for the insightfull post!
the biggest issue I've come across is remembering to press the freaking T button to go into edit mode.. there's a lot of little crap like that. once you get used to it it's fine but it can really throw new users through a loop!