If your system can support it, at least 8 GB. I have a relatively modest system, and I'm posting here, streaming SOA on Netflix, and building lightmaps in UDK. :) i5k Ivy Bridge 16 GB Crucial Ballistic DDR3 GTX 460
[ QUOTE ] You have people talking about Bush invading this or that country, or calling Bush a tyrant. Shows a total lack of education of the American democratic system of checks and balances, and well, apparently a failure of whatever education system they were raised in. [/ QUOTE ] WTF?
Position: Pipeline Technical Director Division: CIS Vancouver VFX Reports To: Head of 3D and Technology Start Date: Immediately Responsibilities Reporting to the Head of 3D and Technology, the Pipeline Technical Director will be heavily involved in the creation and ongoing support of a large high-end visual effects…
Irrational Games is the award winning developer of System Shock II, Freedom Force and SWAT 4. Irrational Games has studios in Boston, MA and Canberra, Australia. Founded in 1997, the company is dedicated to bringing deep RPG and strategy games to both the PC and next-generation console markets. Irrational Boston is looking…
Hello. I am rather out of touch as have not done any modeling since I was a student in the 90s so please forgive any silly questions. I am looking to do some low polygon modelling for a bit of homebrew on the old Nintendo 64 games console. Originally I was trying to get my hands on a copy of Ningen a customized derivative…
Greetings, My name is Justin and I am the Project Lead for INT, a space-western RPG, set two hundred years in the future. You can check out our game here: http://www.int-game.net/. I lead an international team of twenty + individuals who are attempting to build a RPG and we need a programmer to join the team to help…
Slides for Bungie's 2014 Vancouver Siggraph talks on Hair and Facial Animation have been released Natalie Burke went over Bungie's hair system Jason G. Jones, and Tom Sanocki went over Bungie's Facial Animation and Retargeting system We are talking about it HERE Thanks Bal
engine specific. maybe systems will be sorted, maybe all the particle quads will be in one big fat sorted buffer. In any case I have to this day never worked with a perfect system. :) what engine was it you were using by the way?
What's your system like? I have a pretty mediocre system, and I don't have problems until I go over 2 million or so; and even above that is doable, it just makes working in the scene slow and cumbersome.
Just working on our new totally scriptable in real time particle system for OverDose, heres a quick sneak peak: [ame=" https://www.youtube.com/watch?v=epr4xOfxuAM"]OverDose ViDoc - Scriptable Particle And FX System - YouTube[/ame]