on a side note this is quite weird, I'm not sure whats causing it but when adding the gradient with noise as a vertex color angled across a 100 by 100 segment plane you get an odd interference pattern when the octives are 8 or higher. And It only happens when angled.
sorry if this is a bit nerdy boring routine nuts and bolts but it's what i'm working on :smiley: :neutral: raytracing kdtree optimizations tests with 100 * 100 plane being traversed by ray from the center out the dark shaded faces are all the nodes visited in the tree.... no optimization sort function 1 sort function 2 and…
thanks man! 100% playable (well, not *playable* as in fun yet, but it's controled by me, in my 10% finished prototype) watch this space! (or, maybe its own thread cos its a bit quiet in here)
wrote a little download handler (C++/Qt/P4 Api) on the weekend for P4 so you can use perforce://server:port/depot/folder/file links in your website. It's not 100% done. I'm still working on it in my free time to clean up the code and refine the UI a bit.
Ha ha, I can guarantee 100% we were beat into pulp at the beginning of the project with the most harsh budgets you've ever encountered for any AAA game and stuck to them, then further dried out and ground into dust near the end of the project to get a solid 60fps @4k especially in the open world sections.
Just using RayCasts and Distance < > treshholds. I have Path Constrains working now somewhat, although its a bit choppy and not always 100%. But I wanted it to be able to wander yet and also avoid moving targets yet without freaking out or looking too static. http://www.youtube.com/watch?v=pq6GjVK4qbw&feature=youtu.be
I made a destructible object system in Unity. The objects must be broken up in the 3d app but once imported you just need to assign a script to the root and it sets everything up. It automatically batches the object chunks into a single mesh when the pieces are not moving to reduce draw calls, and i have tested it with…
There are so many Photoshop texture exporters out there, I figured one more couldn't hurt. This tool is the evolution of the texture process I built for Turbine. Its not 100% complete, Photoshop CC support is high on my priority list (we are still on CS6 at work), but I figured it was stable enough to share. For more…
Been awhile since I've done anything techy now that I'm strictly a lighting artist at my new job... ACES LUT for Painter (crosspost) Porting Stephen Hill's and K. Narkowicz's ACES approximations over to Toolbag. I'm very new to writing code and it's been a fun challenge. I have the color space conversions working, but not…
Good, you'll be more excited when I start making proper games, running at 60 fps ;) Also, I obviously can't compete with Unity graphics wise - to put it simply, Unity uses the GPU, my engine is 100% software. But the great thing about choosing to do this in Flash is of course the userbase, and the fact that a proper 3D…