Yes thats particulary true but improved with .lua support a lot. Leadwerks develops in the right direction and even people which want to make games without beeing hardcore ocder will have fun with upcoming Leadwerks 3.0. :) But you will need a coder if you want to make a game. I don't know any solution without coding…
if it wasnt coded in a language meant for parallel tasks in server applications, I am sure it would have kicked blender's ass so bad by now... I like the simplicity of the app. but I guess progress is completely bound to the guy who made it, eventhough its opensource I bet there arent many server-app-coders who are into 3d…
Phew, finally. 1.4.0 released. More info in my blog post: http://nixes.ru/?p=568 Thanks, but that also requires to compile it for each maya version... I decided to release it with source code, and only protect with a license agreement, to make it easier compatible with different Maya versions without the need to compile it…
I was wondering what sort of hit on performance one would experience when using an atlas texture for many batched meshes, and then use the same texture for dynamic meshes. For example, say I have a 4096x4096 atlas texture that I have made for many static structures. I have some left-over texture space in this atlas to use…
Yeah I have my Dell U2410 in portrait mode while coding and my other monitor is on an ergotron arm. These things are really helpful especially with me not having enough desk space for another stand mount. Also something to see along with having the monitor at eye level is the height of a chair and back support.
Cloud9 is something I have been using for a little while now, so I can transport code from home to work, without having version problems, - its basically a Google docs for coders, - it has a nice console and works pretty damned well. https://c9.io/ is the link if anyone is interested.
Hi there ! It's been a long time, I've managed to find some time recently to work on the lowpoly, UVs, bake, and finally the textures of this new outfit for Mevenn :) I don't make new armors for her everyday so It was really refreshing going back on art choices in a way to define the character further than what's already…
I agree with dehebo, don't trust code that is a mess. Code is written for humans, not for computers. Variable names like: a, b, c and stuff like that indicate bad coding style. Code that does more than something obvious should preferably be commented. General naming of functions and variables is important and it is…
Thanks all for your comments! I ended up trying to solve this in Unreal Engine 5. I brought in my plane mesh with the texture and sure enough the seam was there too. Based on this thread: https://polycount.com/discussion/116922/a-solution-to-normal-maps-with-mirrored-uvs-in-udk I flipped the x channel in a shader just for…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…